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Persona 5th Edition

Contents 7.6 Actions . . . . . . . . . . . . . . . . . 15


7.7 Attacks and Dodging . . . . . . . . . . 15
1 Acknowledgements 3 7.8 Sensing . . . . . . . . . . . . . . . . . 16
7.9 Bad Status . . . . . . . . . . . . . . . 16
2 Setting 3 7.10 End of Combat . . . . . . . . . . . . . 17

3 Numbers, Rounding, and Dice 3 8 Equipment 17


3.1 Rounding . . . . . . . . . . . . . . . . 3
8.1 Reading Weapons and Armor . . . . . 17
3.2 Die Sizes . . . . . . . . . . . . . . . . . 3
8.2 Weapon Properties . . . . . . . . . . . 18
8.3 Armor Properties . . . . . . . . . . . . 18
4 Character and Persona Creation 3
4.1 Declaring Aspects . . . . . . . . . . . 3
9 Arcana 19
4.1.1 Character . . . . . . . . . . . . 4
9.1 Social Links . . . . . . . . . . . . . . . 19
4.1.2 Persona . . . . . . . . . . . . . 4
9.2 Arcana Spread . . . . . . . . . . . . . 19
4.2 Character . . . . . . . . . . . . . . . . 4
9.3 The Arcana Eects . . . . . . . . . . . 19
4.2.1 Abilities . . . . . . . . . . . . . 4
4.2.2 Skills . . . . . . . . . . . . . . . 5
10 Spell Compendium 23
4.2.3 Using Skills . . . . . . . . . . . 7
10.1 Physical . . . . . . . . . . . . . . . . . 24
4.3 Persona . . . . . . . . . . . . . . . . . 8
10.1.1 Tier I . . . . . . . . . . . . . . 24
4.3.1 Spells . . . . . . . . . . . . . . 8
10.1.2 Tier II . . . . . . . . . . . . . . 24
4.3.2 Strengths and Weaknesses . . . 8
10.1.3 Tier III . . . . . . . . . . . . . 25
4.3.3 Building Persona . . . . . . . . 9
10.1.4 Tier IV . . . . . . . . . . . . . 25
4.4 Leveling . . . . . . . . . . . . . . . . . 9
10.2 Fire . . . . . . . . . . . . . . . . . . . 26
4.4.1 Character Leveling . . . . . . . 9
10.2.1 Tier I . . . . . . . . . . . . . . 26
4.4.2 Feats . . . . . . . . . . . . . . . 9
10.2.2 Tier II . . . . . . . . . . . . . . 26
4.4.3 Persona Leveling . . . . . . . . 11
10.2.3 Tier III . . . . . . . . . . . . . 26
10.2.4 Tier IV . . . . . . . . . . . . . 27
5 Aspects 11
10.3 Ice . . . . . . . . . . . . . . . . . . . . 27
5.1 What are Aspects? . . . . . . . . . . . 11
10.3.1 Tier I . . . . . . . . . . . . . . 27
5.1.1 Scene Aspects . . . . . . . . . . 11
10.3.2 Tier II . . . . . . . . . . . . . . 27
5.1.2 Other Aspects . . . . . . . . . 12
10.3.3 Tier III . . . . . . . . . . . . . 28
5.2 How Aspects Work . . . . . . . . . . . 12
10.3.4 Tier IV . . . . . . . . . . . . . 28
5.2.1 Invoking . . . . . . . . . . . . . 12
10.4 Wind . . . . . . . . . . . . . . . . . . . 28
5.2.2 Compel . . . . . . . . . . . . . 12
10.4.1 Tier I . . . . . . . . . . . . . . 28

6 Social Links 13 10.4.2 Tier II . . . . . . . . . . . . . . 28

6.1 With NPCs . . . . . . . . . . . . . . . 13 10.4.3 Tier III . . . . . . . . . . . . . 29

6.2 With PCs . . . . . . . . . . . . . . . . 13 10.4.4 Tier IV . . . . . . . . . . . . . 29


10.5 Lightning . . . . . . . . . . . . . . . . 29
7 Combat 14 10.5.1 Tier I . . . . . . . . . . . . . . 29
7.1 Spell Deck . . . . . . . . . . . . . . . . 14 10.5.2 Tier II . . . . . . . . . . . . . . 30
7.2 Fatigue . . . . . . . . . . . . . . . . . 14 10.5.3 Tier III . . . . . . . . . . . . . 30
7.3 Start of Combat . . . . . . . . . . . . 14 10.5.4 Tier IV . . . . . . . . . . . . . 31
7.4 Turn Order . . . . . . . . . . . . . . . 14 10.6 Light . . . . . . . . . . . . . . . . . . . 31
7.5 Movement and Targeting . . . . . . . 15 10.6.1 Tier I . . . . . . . . . . . . . . 31

1
10.6.2 Tier III . . . . . . . . . . . . . 31
10.6.3 Tier IV . . . . . . . . . . . . . 31
10.7 Dark . . . . . . . . . . . . . . . . . . . 32
10.7.1 Tier I . . . . . . . . . . . . . . 32
10.7.2 Tier II . . . . . . . . . . . . . . 32
10.7.3 Tier III . . . . . . . . . . . . . 32
10.7.4 Tier IV . . . . . . . . . . . . . 32
10.8 Almighty . . . . . . . . . . . . . . . . 33
10.8.1 Tier II . . . . . . . . . . . . . . 33
10.8.2 Tier III . . . . . . . . . . . . . 33
10.8.3 Tier IV . . . . . . . . . . . . . 33
10.9 Healing . . . . . . . . . . . . . . . . . 33
10.9.1 Tier I . . . . . . . . . . . . . . 33
10.9.2 Tier II . . . . . . . . . . . . . . 34
10.9.3 Tier III . . . . . . . . . . . . . 34
10.9.4 Tier IV . . . . . . . . . . . . . 35
10.10Defense . . . . . . . . . . . . . . . . . 35
10.10.1 Tier I . . . . . . . . . . . . . . 35
10.10.2 Tier II . . . . . . . . . . . . . . 35
10.10.3 Tier III . . . . . . . . . . . . . 36
10.10.4 Tier IV . . . . . . . . . . . . . 36
10.11Bu . . . . . . . . . . . . . . . . . . . 36
10.11.1 Tier I . . . . . . . . . . . . . . 36
10.11.2 Tier II . . . . . . . . . . . . . . 37
10.11.3 Tier III . . . . . . . . . . . . . 38
10.11.4 Tier IV . . . . . . . . . . . . . 38
10.12Debu . . . . . . . . . . . . . . . . . . 39
10.12.1 Tier I . . . . . . . . . . . . . . 39
10.12.2 Tier II . . . . . . . . . . . . . . 39
10.12.3 Tier III . . . . . . . . . . . . . 40
10.12.4 Tier IV . . . . . . . . . . . . . 40
10.13Status . . . . . . . . . . . . . . . . . . 41
10.13.1 Tier I . . . . . . . . . . . . . . 41
10.13.2 Tier II . . . . . . . . . . . . . . 41
10.13.3 Tier III . . . . . . . . . . . . . 42
10.14Intel/Counterintel . . . . . . . . . . . 42
10.14.1 Tier I . . . . . . . . . . . . . . 42
10.14.2 Tier II . . . . . . . . . . . . . . 42
10.14.3 Tier III . . . . . . . . . . . . . 43
10.14.4 Tier IV . . . . . . . . . . . . . 43
10.15Miscellaneous . . . . . . . . . . . . . . 44
10.15.1 Tier I . . . . . . . . . . . . . . 44
10.15.2 Tier II . . . . . . . . . . . . . . 44
10.15.3 Tier III . . . . . . . . . . . . . 45
10.15.4 Tier IV . . . . . . . . . . . . . 46

2
1 Acknowledgements

This system was inuenced by a number of systems, but mainly the Persona ruleset written by Mark Mascaro.
If you are familiar with the FATE system (the Dresden Files RPG, Kerberos Club. Spirit of the Century.
etc), some things might look familiar to you. They're dierent. This game does not use fudge dice, nor is it
strictly using the FATE SRD.
The Persona series is property of Atlus. This work is not intended for prot.

2 Setting

The Persona setting is an approximately present day, present time urban fantasy. The world is always under
the threat of beings known as Shadows. Most of the time, Shadows exist separate from the real world.
However, during certain times, the world of Shadow can interpose itself on the real world, and aect the
people who live there. Sometimes, this is during a time known as the Dark Hour, an hour between 12:00:00am
and 12:00:01am, when most of the world stops. Other times, it is via some other portal.
There are many thoughts as to what Shadows are. Some say they are manifestations of the dark desires
of humanity, summoned up from the Sea of Unconsciousness to become nightmares given form. Others say
they are otherworldly demonic invaders.
The only line of defense against the Shadows rests in the hands of certain young adults who can manifest
the power of Persona. A Persona is the manifestation of an individual's will and some inner truth about
themselves that they present to the world.
1 Often, Personae are archetypes based on mythology and tied to
the Major Arcana of the tarot. These Personae, this strong sense of self, protect the user against the power
of the Shadows and allow the user to ght against them.
But because the Persona comes from within and are masks people use to interact with the world, the
strength of a Persona is dependent on the strength of the sense of self and the bonds a person forms with
others. By strengthening oneself, one can stand stronger against the tide of Shadows that threaten to consume
the world.

3 Numbers, Rounding, and Dice

3.1 Rounding
Is always, always up. This will be a question, so it's answer is right here in the beginning. In the event you
see the instructions one FOO per three BAR, this is not the same as BAR/3. In the former case, 4 BAR
will only get you 1 FOO, not two. The formet is also way more common.

3.2 Die Sizes


The die sizes, in order, are 0, 1, 1d2, 1d4, 1d6, 1d8, 1d10, 1d12, and 1d20.

4 Character and Persona Creation

4.1 Declaring Aspects


Aspects are descriptors that dene parts of the game, be they characters, a particular place, a object, etc.
If it's important to the story or world, it's probably going to have at least one aspect. Aspects can be single

1 This is basically Jungian archetypes and psychology, re: Shadows and Persona. If you're interested, checking out some of
Jung's work might be helpful. They're not 1:1 matches, but you can see where the video game series got a lot of its mythos.

3
2
words or phrases . How Aspects work in game is described later, in Section 5 (cleverly titled  Aspects). If
you're familiar with the FATE system, you've seen Aspects before.
Every character starts with 4 Aspect Tokens. Aspect Tokens may be used to interact with Aspects (Section
5) or to tap a card in the Arcana Spread (Section 9.2). Aspect Tokens refresh every game session.

4.1.1 Character
A character begins with 5 aspects: as many Arcana as you have Personae at character creation, and the rest
free.

Arcana: Exactly What It Says On The Tin. It must be one of the Major Arcana in the Tarot deck.

Free: Anything you want.

Additionally, a character may always use his or her equipped Persona's Conviction as an Aspect.

4.1.2 Persona
A Persona has Types and Convictions instead of aspects. The quantities vary depending on if the character
is a high schooler or a college student.
A high school student's Persona starts with 2 Types and 1 Conviction (but high schoolers start with two
Personae). A college student's Persona starts with 4 Types and 1 Conviction.

Type: What category of spell the Persona can learn. The categories are Physical, Fire, Ice, Wind,
Lightning, Light, Dark, Healing, Bu, Debu, Status, and Intel .
3

Conviction: A powerful driving force that caused a Persona to come into being. It's related to a
Persona's mythos. It must demand action. These are often also the reason the character was drawn to
the particular Persona of that Arcana .
4

A character can only have one Persona active at any time, but the active Persona's Conviction can be used
as one of the character's Aspects.
Example: Carol is a high school student. She has the Personae CHARIOT: Ares and DEVIL: Faust. Her
player decided her Character Aspects are Chariot, Devil, Hot-Blooded, Give Her an Inch and She'll
Take a Mile, and Can't Touch This. Her player now looks at the Aspects Ares and Faust have. Ares has
the Types Physical and Bu , with the Conviction: Spoiling for a Fight. Faust has the Types Dark and
Status, with the Conviction Power at Any Price. Carol currently has Faust active, so her player knows
that Faust's Conviction is active and Power at Any Price can be invoked or compelled, while Spoiling for
a Fight cannot.

4.2 Character
4.2.1 Abilities
There are six abilities: Strength (STR), Vitality (VIT), Agility (AGL), Technique (TEC), Magic (MAG),
and Luck (LUK). There is one additional derived value, Hit Points (HP). These abilities belong to your
character, though the Persona you have equipped may modify them. At level 1, distribute 18 points among
your abilities, with none lower than 1 or higher than 4. Hit Points are equal to 15 + 5level + 3VITlevel.
There is no maximum value for abilities.

2 Protip: if you're feeling stuck on character aspects, TVTropes (http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage)


trope names are a goldmine for this sort of thing. Yes, we just directed you to TVTropes. We're not sorry.
3 Defensive spells are included in their elemental type. Almighty and Unique spells do not count as types.
4 Orpheus (Persona 3 ) and Izanagi (Persona 4 ) are both Arcana: Fool. They're also very, very dierent.

4
HP is the amount of damage you can take before falling unconscious. It is a derived value and cannot
be increased directly. Temporary changes to VIT such as combat bus and equipped Persona bonuses do
change max HP, but do not change current HP unless specied. If your max HP falls below your current
HP, your current HP is immediately clipped.

Strength increases the damage dealt by basic attacks and physical special attacks. Strength is the basis
for damage of both melee and ranged weapons. This is kludgite 5 .
Vitality increases your maximum hit points, works with armor to increase your resistance to damage,
and helps you resist fatigue.

Agility increases your chance of dodging attacks and increases the distance you can move. It also
improves your initiative.

Technique increases your chance of dealing damage with all attacks. It may also improve the targeting
capabilities and range of certain spells.

Magic increases the damage dealt by magical special attacks.

Luck increases your resistance to bad status eects, your chance to make a critical hit, and provides
Luck Charges equal to your LUK at the start of each session. By spending one of these charges, you can
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add LUKd6 to any roll . Persona skills may give you additional uses for LUK charges.

4.2.2 Skills
Secondary abilities don't apply directly to combat; rather, they quantify your Personal aptitude and social
skills. They aect the benets of extracurricular activities, your scores on tests, and various other factors
that inuence Personal growth rather than combat performance. Consult the appropriate handout for your
campaign for a list of activities and how they inuence and are inuenced by secondary abilities. The six
secondary abilities are Knowledge (KN), Discipline (DI), Empathy (EM), Charm (CH), Expression (EX),
and Courage (CO).
At character creation, you may distribute 15 points among your social skills. 5 is the maximum starting
skill value. You may have no more than two 0s, no more than one 5, and nothing higher than 5.
There may be plot- or character-based restrictions on these stats that will be explained by your GM.
For the typical high school-age campaign, these values are indicative of immaturity; values of 3-6 are typical
for adults. Values above 18 are nigh-superhuman. Values of 25 are absolutely legendary.

Knowledge is your accumulated learning. It helps you perform on tests and in school in general. The
insight provided by a broad base of knowledge is useful in a variety of situations, and it facilitates the
growth of many other secondary characteristics.

 At Knowledge 6, you've absorbed a wealth of mythology, and once per Dark Hour can learn one
elemental weakness of an enemy.

 At Knowledge 12, you are able to easily read into your foe's attacks, and once per Dark Hour can
choose to automatically succeed on a dodge roll.

 At Knowledge 18, you gain some tactical insight into battle, and gain an intrinsic +1 to STR,
MAG, or TEC.

 At Knowledge 24, you can see right through your enemy's defenses, and once per Dark Hour
can choose to spend a minor action to gain the eect of Mind Charge or Power Charge. You
gain an aspect chosen from among Badass Bookworm, The Chessmaster, Insuerable Genius,
Impossible Genius, The Smart Guy, and I Can See Forever.

5 Because otherwise you get Persona 1, where TEC was a hideous godstat, which we are attempting to avoid here, god help
us all.
6 Yes, even damage rolls

5
Discipline is your focus and dedication, your ability to commit to a task. It helps in tasks that require
focus, such as studying, and can earn a lot of respect from one's peers.

 At Discipline 6, your willpower gives you greater combat longevity, and you gain +10 max HP and
+1 fatigue limit.

 At Discipline 12, you can ght beyond your physical limits, and you gain +15 max HP and +1
fatigue limit.

 At Discipline 17, your force of will allows you to shrug of signicant damage, granting +1 VIT.

 At Discipline 24, you become almost inpossible to stop: once per Dark Hour, upon dying for
any reason you may stand up with 50% of your max HP restored. This has the timing of an
interrupt, but doesn't consume your interrupt for the round. You gain an aspect chosen from
among Determinator, The Stoic, Tranquil Fury, Made of Indestructium, I'm Okay, and
You Call That a Wound.

Empathy is your ability to understand the emotional state of another. It helps in working out a wide
variety of social problems, and is critical in tasks that require training or commanding others.

 At Empathy 5, your ability to establish a strong connection with others allows you to support them
when they're troubled: once per Dark Hour, you may spend a minor action to remove all Mind
eects from an ally who can hear you.

 At Empathy 10, the support you extend to others works in both directions: once per Dark Hour,
you may automatically negate a Mind eect.

 At Empathy 16, you are a convincing leader, and once per dark hour you may spend a move action
to remove all Mind eects from all allies within earshot.

 At Empathy 19, your healing eects that target adjacent allies heal 25% more.

 At Empathy 24, thrice per Dark Hour when you cast a healing spell on an ally you also receive
a healing eect at half of that strength. You gain an aspect chosen from among The Heart,
I Feel Your Pain, The Conscience, The White Mage, Spider Sense, Your Tears Are Deli-
cious, Armor-Piercing Question, Fluent In Unspoken, and I Know You Better Than You Know
Yourself .

Charm is your charisma, Personal magnetism, and style: that which draws others to you. It helps in a
variety of social situations, especially when dealing with strangers, during negotiation, and when trying
to call in (or beg for) a favor.

 At Charm 5, once per Dark Hour you may cast Pulinpa.

 At Charm 8, once per Dark Hour you can cast Dekaja.

 At Charm 12, once per Dark Hour you may cast Marin Karin. You may use half your Charm in
place of TEC if it's higher.

 At Charm 18, once per Dark Hour you may force an enemy's single-target (area) power to target
(be centered on) you.

 At Charm 24, once per day you may reroll an Empathy or Expression check at +3. You gain an
aspect chosen from among The Face, The Charmer, The Casanova, Magnetic Hero, Plucky
Comic Relief , Prince Charming, Bishounen, Bishoujou, Even the Girls Want Her, Even the
Guys Want Him, and Sharp-Dressed Man.

Expression is your ability to communicate, whether in speech, writing, or art. It helps in school with
presentations and papers, and is especially useful for musicians. In other situations, it will let you
make a persuasive argument or, when backed up by Charm, take a leadership role. It is also useful in
coordinating allies.

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 At Expression 8, once per Dark Hour as a move action you may designate a target. Until the
end of the encounter, allies who attack that target treat their LUK as 1 higher for the purpose of
determining critical hits.

 At Expression 12, you can help your allies stay aware of the battleeld. Once per Dark Hour as a
minor action you may give all allies +1 dodge die category until the end of your next turn.

 At Expression 16, you can deliver a badass one-liner. Once per Dark Hour as a move action you
may attempt to inict Rage on all units within range 12. For enemies, the chance is 25%, plus 5%
for each 2 Expression. Allies can choose whether or not to get Rage.

 At Expression 20, you are adept at coordinating your allies. Once per Dark Hour as a standard
action you may designate a target. For the next 2 rounds, that target cannot inict critical hits
and attacks on that target cannot miss.

 At Expression 24, your tactical capability is superhuman. Once per Dark Hour you may spend a
standard action and a move action to give each ally a move action. You gain an aspect chosen from
among Filibuster, But I Digress, Monologuing, Let Me Tell You a Story, Rousing Speech,
Talking is a Free Action, Verbal Judo, and The Artist.

Courage is your ability to ignore fear. In school, it's helpful for performances and presentations, though
usually secondary to Expression.

 At Courage 9, you're always the rst to charge into battle and take a +6 initiative bonus.

 At Courage 16, you realize that fortune really does favor the bold. You get +1 LUK.

 At Courage 20, you don't let simple things like hit points get in the way of victory. You gain Fortify
Elements 2 and Fortify Physical 2.

 At Courage 24, you learn the power of recklessness. As a minor, you can reduce your armor value
and Fortify eects to zero until the start of your next turn. Until the start of your next turn, you
add your Fortify Physical and armor value to physical damage inicted and your Fortify <Element>
value to corresponding elemental damage inicted. You gain an aspect chosen from among Lawful
Stupid, Chaotic Stupid, Suicidal Overcondence, Heroic Resolve, Nerves of Steel, and The
Eternal Churchill.

4.2.3 Using Skills


Skills are used in challenges given by the GM to deal with certain situations. These could range from passing
a test in school to talking down a suicidal friend to unlocking a puzzle to charging straight ahead into certain
danger.
A challenge will have a target number, designated by the GM. This represents the skill level necessary to
complete the task at the bare minimum level. The more your skill rating exceeds this number, the greater
the success, and similarly for failure. Of course, sometimes your ordinary skill won't be high enough to
complete a task. Sometimes you'll have to solve a problem in a hurry. Sometimes, a mere success might not
be enough! In that case, you can take a risk, adding both the possibility of great success and the possibility
of spectacular failure. You may risk a die of any size from d2 to d20. Roll it once, adding the result to your
skill level, and again, subtracting it from that total.
If you risk little or nothing against a reasonable task, you'll generally get a safe result - a mild success or
failure. Against a challenge that's clearly beyond your abilities, you may have to risk more just for a chance
of success. On the other hand, if a task is beneath you, you might choose to risk more for the chance of a
truly spectacular success. You should note that if a target is more dicult than your skill level, increasing
risk always increases your chances of success... but the failures could be dire.
If you're nervous, or in a rush, it's hard to perform consistently; in that case, you must risk at least a d4.
Particularly dicult circumstances might cause your GM to impose a higher minimum risk.

7
Example 1: Dan is in the student center and is trying to convince someone to donate money for a fund
raiser. Dan has 4 CH, and he has a good rapport going, so he decides not to risk anything. The GM had set
the target number at 4 exactly, so Dan gets a couple of bucks.
Example 2: Dan's feeling encouraged by his previous success and goes to a sympathetic local business
to try to drum up some bigger support. The GM has secretly set the target number at 3. Dan feels like he
could easily talk them out of a few bucks, but he knows a protable company could aord to give more, so
he decides to aim high and risks a d6. He rolls a 5 and a 3 for a net +2 on his check, bringing the total to 6.
He beats the target number by 3, gives a particularly impassioned speech, and scores a sponsorship for the
fundraiser.
Example 3: Evan is stuck presenting his project rst in his history class. He was out ghting shadows
the night before and didn't have time to nish his presentation, so he has to wing it with a target number
of 4. Unfortunately, he's also a terrible public speaker, and is a little bit nervous - the GM decides he has to
risk at least a d4 with his EX of 2. He rolls a 1, then a 4, bringing his skill result down to -1. He fumbles his
way through something so bad it's not even wrong, and winds up with a detention.

4.3 Persona
4.3.1 Spells
Each Persona has a Refresh value, indicating how many spells can be held ready for use at one time.
Each Persona also knows some number of spells. Growth Points awarded after battle increase a Persona's
capabilities; every 10 Growth Points is sucient to raise a Persona a level. At each level, a Persona receives
points that can be spent on buying additional spells. More on this in Sections 4.4 and 7.1.
A Persona may know at most 12 spells, including learned passive eects; if an additional spell is learned,
an old power must be forgotten. When a power is forgotten, half of the AP cost of that spell is refunded
(track half-points; don't round).
Example: Bob's Persona JUSTICE: Angel has 12 powers and is able to learn Diarama. His player decides
to forget Dia in order to t it on Angel's power list. Forgetting Dia returns half an AP to Angel, which isn't
enough to buy a new spell, so Bob simply saves it.

4.3.2 Strengths and Weaknesses


Each Persona has a set of damage type strengths and weaknesses.
There is one Physical Type.
There are four Elemental Types: Fire, Ice, Wind, and Lightning.
There are four Special Types: Mind, Nerve, Light, and Darkness.
There is one Non-Type: Almighty.
Each Persona will be strong or weak to some number of damage types. There are ve possible interactions:

Absorb allows you to recover HP equal to the damage dealt by the attack. Absorbing a Dark spell
doubles your current HP. Absorbing a status eect simply causes it to have no eect.

Reect repels the eect of the spell back at the attacker. If it was a multi-target eect, the caster
suers the eects multiple times.

Null causes the ability to inict no damage at all, or have no chance of taking eect.

Resist causes the ability to do half damage or have half the chance of taking eect.

Weak causes the ability to do double damage or have double the chance of taking eect.

If you are Null, Reect, or Absorb for a type, and you get hit by a spell of that type, you are also immune
to to any secondary eects of that spell.

8
4.3.3 Building Persona
This section is optional for GMs. A GM is free to design their campaign's Personae as they wish; these are
merely suggestions.
A Persona should start with a number of Resistances and Weaknesses. In general, you should choose one
strength and one weakness or two strengths and two weaknesses. You should seek GM approval for any other
distribution.
When you build a Persona, you start with 6 AP to spend on abilities. If you're a high school student
starting with two Personae, each starts with 3 AP. Abilities are divided into four Tiers, as seen in the Spell
Compendium at the end of these rules (Section 10). Each ability costs a number of points equal to its tier,
except for tier IV spells, which have a special scaling cost starting at 5 AP.
Example: The GM is designing the Persona STRENGTH: Atlas as one of a high school student's two
Personae. At 1st level, he has 3 points to spend, so gives Atlas three Tier I abilities. At level 2, he spend the
1 AP gained to give Atlas another Tier 1. At level 3, he thinks it's about time Atlas started learning cooler
powers, so he saves the 1 AP gained; he also chooses +1 Refresh as his three-level bonus (see 4.4.3). At level
4, Atlas gains 2 more AP for a total of 3 unspent, allowing Atlas to learn a Tier III ability.
Later, the GM decides to start designing the Persona TEMPERANCE: Suzaku. Suzaku is the Persona for
a college student character, who assigns the starting 6AP to only one Persona. The GM decides he's starting
Suzaku o with 2 Tier II spells (that cost 2AP apiece) and 2 Tier I spells.

4.4 Leveling
Your character and each of your Personae level separately.

4.4.1 Character Leveling


When a character gains a level, determine your new max HP and do as many of the following things as you
qualify for.

At every level, add a point to a skill.

If your level is odd, add a point to a skill.


If your level is even, take a Feat.
If your level is a multiple of three, add a point to an ability. Remember to set your max HP to 15 +
5level + 3VITlevel!

For example, at level 2 you get a skill point and a feat. At level 5, you get two skill points. At level 6, you
get a skill point, a feat, and an ability point.

4.4.2 Feats
Feats are special abilities that can aect how interact with the world Personally and with your Persona.
Some feats may have additional requirements.

Revelations
Prereq: Lv 6
Additional Requirements: can only be taken once per six character levels
Each rank in this ability grants you the use of a new Persona. You also gain the relevent Arcana aspect.

One in Spirit
Prereq: --
Additional Requirements: --
Once per battle per rank you have in this ability, you may take the Persona change action as a minor
action.

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Open Mind
Prereq: --
Additional Requirements: --
Each rank of this feat increases the Refresh value of all of your Personae by 1

Perseverance
Prereq: Lv 10
Additional Requirements: can be taken only once + once per 4 character levels above 10
Each time you take this feat, choose a Persona you control, and a type against which that Persona is
weak. The Persona is no longer weak to that type.

Made of Iron
Prereq: Lv 10
Additional Requirements: can be taken only once + once per 3 character levels above 10
Each time you take this feat, choose a Persona you control, and a type against which that Persona has
no interaction. The Persona gains resistance to that type.

Iron Will
Prereq: Lv 10
Additional Requirements: can be taken only once + once per 3 character levels above 10
Each time you take this feat, choose a Persona you control, and a type against which that Persona is
resist. The Persona's resistance against that type increases to null.

Unshakable
Prereq: Lv 10
Additional Requirements: can be taken only once + once per 3 character levels above 10
Each time you take this feat, choose a Persona you control, and a type against which that Persona is
null or reect. For -1 Refresh, the Persona's resistance against that type increases by one: null becomes
reect, reect becomes absorb.

Thine Own Self


Prereq: Lv 4
Additional Requirements: can be taken only once per 4 character levels
You may rename a Conviction on one of your Personae.

Self-Reection
Prereq: --
Additional Requirements: --
You may rename one of your character's Free Aspects.

Intrinsic
Prereq: Lv 15
Additional Requirements: can be taken only once per 15 character levels
You may add another Free Aspect to your character.

Token
Prereq: --
Additional Requirements: can be taken only once + once per 3 character levels
Each rank in this feat adds +1 Aspect Token.

Skilled
Prereq: --
Additional Requirements: --
Each time you take this feat, add 1 to a skill of your choice.

10
Miles to Go
Prereq: --
Additional Requirements: --
Each time you take this feat, add 1 to your Fatigue limit.

4.4.3 Persona Leveling


When a Persona levels, the Persona gains 1 AP plus 1 AP per 3 levels. AP are used in constructing your
Spell Deck (see Section 7.1 for how the Spell Deck is used). You don't have to spend AP as soon as you get
them; you can save them for more powerful spells. Each time a Persona levels, you may spend points from
its AP pool to buy one spell, which may be an additional copy of a spell you already know.
Tier I, II, and III spells simply cost points equal to their tier, and you may buy multiple copies of a spell
without penalty. Tier IV spells are signicantly more powerful, and it's dicult to learn more than one on
a given Persona: Tier IV spells cost 5 AP, plus one for each tier IV spell that Persona already knows.
Additionally, every third level, you may choose one of the following:

+1 refresh. You may take this as many times as you like.

+1 to any stat while this Persona is equipped. You may take this as many times as you like, but your
bonuses must be as broad as they are deep: the total bonus to one stat can't exceed the number of stats
that have bonuses. (+1 STR is OK, +2 STR is not. +1 STR +1 VIT is OK, and +2 STR +2 VIT is
also ne.)

+2 to any social skill for your character. You may take this as many times as you like.

Copy any spell you know that is Tier III or lower. You may take this as many times as you like.

5 Aspects

5.1 What are Aspects?


As mentioned previously, aspects are keywords and phrases that describe the important parts of a character,
environment, or item. Mechanically, they are toggles that can be activated by the players and GM to alter
the direction of the story.
Personal aspects have been discussed in Section 4.1. In addition, other things can have aspects.

5.1.1 Scene Aspects


Exactly what it says on the tin. These describe the current scene. Unlike Personal aspects, there's no default
number of aspects a scene might have. The only aspect it must have is a time aspect.
A scene is dened by the time block it consumes. Each day has seven scenes: Morning, Lunch, Afternoon,
After School, Evening, Late Night, Dark Hour.
Other than the time designator for a scene, there are four broad categories for scene and setting:

Environment: Lighting, atmosphere, weather, etc. These are aspects that represent the ability of those
in the scene to percieve things. Dark and Stormy is an example of an environmental aspect.

Mood: Aspects that describe the attitudes of a crowd in the scene. Excited Pep Rally could be an
example.

Hazard: Exactly what it says on the tin. These are conditions that are likely to cause damage and
harm to the people in the scene. On Fire! is a good example. So are Deadly Neurotoxin and Mashy
Spike Plate.

Scenery: Catch-all for other features of the scene, such as Stack of Crates and History Classroom.

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5.1.2 Other Aspects
Objects: Plot-important objects have aspects. The sword that slew the Jabberwock would have the
aspect Vorpal Blade and/or Goes Snicker-Snack. Refrain from giving every object in the game aspects,
because it'll just bog things down.

People: NPCs often have aspects (planned or impromptu). Using aspects is an easy way to make them
useful and distinctive in a story without much trouble. Certain NPCs might also have Arcana aspects.
These NPCs could oer ways of increasing Social Links (see Section 9.1 for more details).

5.2 How Aspects Work


First, pick an aspect relevent to the situation. Second, ask how it's relevent. This determines how it's
activated. To be activated, an aspect will be invoked or compelled. If it's helping you, you'll invoke it. If
it's hindering you, it's a compel.

5.2.1 Invoking
When you invoke an aspect, you're attempting to directly aect the narrative in a manner consistant with
the aspect for your benet. To do so, explain what you want the aspect to provide and spend an Aspect
Token to make it happen. If the GM doesn't think the desired eect is reasonable from the aspect, they can
cancel it (which means no Aspect Token is spent). In general, you can also use an Aspect Token to add +4
to an appropriate skill challenge.
Example: The party has reached a dark cave. They are trying to be cautious and don't want to fall into
any traps or pitfalls the cave might have. But no one has a light source in their equipment list. Alice's player
says Since I have the Aspect 'All Tech Men Carry Batteries', it stands to reason I have a ashlight on me.
The GM agrees that this is logical and allows Alice to spend one of her tokens to invoke that aspect. The
party then continues into the cave with a source of illumination.
Example: The current scene has the aspect Dark and Stormy Night. The party needs to escape through
the quad and avoid getting caught by campus police. Bob's player says It's a 'Dark and Stormy Night'. I
want to take advantage of that and say it's a lot harder for the CPs to see us moving through the wind and
rain in the dark. The GM agrees, and Bob spends his token. The party gets away, although they are very
wet.

5.2.2 Compel
When an aspect is compelled, you are forced to obey one of your aspects in such a way that it gets you in
trouble. To be a valid compel, things must be worse for your character after the compel. Otherwise, it isn't
a compel. Either the players or the GM can compel and aspect. When the compel happens, the GM oers
an Aspect Token to the compelled player. That player can follow the compel and take the Aspect Token, or
pay one of their Aspect Tokens to refuse the compel. Other players can suggest compels. Self-compels are
7
also valid .
Compels can escalate to a degree. If a player refuses a compel, the GM can oer two Aspect Tokens; it
then costs two Aspect Tokens to refuse. If they still refuse, the GM can escalate a third time, but three times
is the limit .
8

Example: Carol has been pretty stressed trying to balance coursework and saving the world. Her advisor
is an NPC with the aspect Perfectionist. Carol's player points out You know, Carol's advisor is probably
going to get annoyed that her work's been slipping. He is a 'Perfectionist', after all. The GM considers it,
and then allows the compel, handing Carol's player a token. Carol then gets a dressing-down by her advisor
for sloppy work.

7 If you think this can milk the system for Aspect Tokens, you are absolutely correct.
8 Like St. Peter, you can only deny it three times.

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Example: The party's on a deadline and is chasing after a target. Dan is trying to get some intel out of
a cute barrista in the local coeeshop. Dan has the Aspect: Sucker for a Pretty Face. The GM decides to
make things harder for the party. The GM says Dan, that barrista is really cute. You are a 'Sucker for a
Pretty Face'... and holds up an Aspect Token. Dan's player agrees and takes the token. Dan gets distracted
by the cute barrista and loses his lead on the target.

6 Social Links

Social Links are a mechanical way of indicating relationships between characters that the players form. Social
Links (or S.Links) can be between players and each other, or players and NPCs. There are dierent rules for
each type. Starting, maintaining, and leveling S.Links are useful, as they grant various bonuses to the player
character and even to the party.
When a player progresses along an S.Link, they rank up as they spend time with the character who holds
that S.Link. Each S.Link track has a counter. When the counter reaches a certain threshhold, depending on
the S.Link, the S.Link ranks up. The counter totals for each rank for each S.Link are public.
There are three ways to gain points that tick up the counter:

Tag 2 skills for an interaction: 1 count

Tag an Aspect for an interaction: 5 counts

GM discretion for interactions (taking a full time unit or during a scene, etc)

6.1 With NPCs


Each NPC that it is possible to create a social link with has one of the Major Arcana assigned to them. The
GM might not tell you what that Arcana is before the link is created.
For most NPCs, the S.Link track is from 0-50 and the ranks are evenly distributed along it. Some special
NPCs might have higher count levels and may take more than 50 points to max out.
At Rank 5, add a copy of the Arcana associated with the S.Link to the Arcana Spread.
At Rank 10, you gain an ability, either a feat or an Ability to add to the Spell Deck that is not dependent
on Persona.

6.2 With PCs


S.Links between party members are a bit more complicated than with NPCs. They also have greater rewards.
PC S.Links are asynchronous. They do not have to progress at the same rate.
The S.Link track is from 0-100. The ranks are dierently distributed along the track depending on the
character, as not all people relate to people in the same way.
When maxed at Rank 10, the character gains an Aspect related to one of the S.Link's Aspects.
Until Rank 10, the rewards per Rank are left up to the GM. These could range from more plot and side
quests to small bonuses or minor abilities
9
Example: Alice and Bob have formed a S.Link. They are hanging out in the student-run computer
club on their campus. Alice talks about how she rst got into programming and tags her Aspect Raised
by Mathematicians. Bob doesn't have a relevent Aspect that really goes well with the setting, so he tags
Knowledge and Empathy to keep up with the conversation. Alice takes 5 counts on Bob's S.Link; Bob takes
1 point for Alice's.
Alice is a lot more reticient than Bob, who is fairly outgoing. When they compare tracks, Bob's S.Link is
spaced out evenly at 10 counts per rank up (10 for Rank 1, 20 for Rank 2, etc); Alice, on the other hand,
takes a bit longer to get comfortable with people, so her S.Link's track is front-loaded with 30 for Rank 1,
and then non-evenly distributed up to 100.

9A list of suggestions is included in the GM guide. They are suggestions. A lot of freedom is left up to your GM and the
campaign.

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7 Combat

7.1 Spell Deck


Each player has a spell deck. The spell deck contains the abilities the active Persona knows. Each copy of a
spell a Persona knows gives you a spell card that allows it to be used up to once in a combat. You can cast a
spell as long as copies of it exist in your hand. After a spell is cast, put it in a discard pile for that Persona.
At the beginning of an encounter, the player may draw up to their current Persona's Refresh value from
their spell deck.
10 To rell your hand, you must switch Persona or, if you have no active Persona, take the
refresh action (see below). When you swap active Persona, return your hand to the active Persona's deck.
Draw a new hand from the new Persona's spell deck up to its Refresh value.
You can always choose to do a basic melee or ranged attack for free.

7.2 Fatigue
Fatigue is every Persona-user's enemy; battle after battle in the Dark Hour simply wears you down. You
can use fatigue to ready spells you've already cast for another use, but eventually it will take a toll on your
body. Your basic fatigue limit is equal to your STR plus your VIT, plus any modiers you have from feats or
special abilities. By spending Fatigue equal to a spell's tier, you can, as a minor action, put that spell into
your hand from your deck or discard pile.
At the end of your turn, update your fatigue penalty level. For every two points of fatigue above your
limit, you take a -1 penalty to VIT and AGL. You cannot spend fatigue that would bring your VIT below 0.
If you spend Fatigue that brings your VIT to 0, you pass out for the ght. At the end of the ght, recover
Fatigue until one more fatigue would bring your VIT to 0.
Fatigue is restored by rest. The minimum amount of sleep required per night also restores 2 Fatigue. To
recover faster, naps are required. See the social addendum for nap rules for your campaign.
Example: Dan is a physical-skill based ghter. His VIT is 5 and his STR is 4, so his fatigue limit is 9. He
cast Fatal End (Tier II spell) last round and wants to cast it again. He spends 2 Fatigue to pull Fatal End
from his discard pile as a minor action, bringing his Fatigue count to 2. He casts it again as his standard.
Example: Alice is an ice-element based ghter. Her VIT is 2 and her STR is 2, so her fatigue limit is
4. She's already had to pull a few spells out of her discard pile, so her current Fatigue count is 6. She pulls
Bufula (Tier II) out of her discard pile for another 2 Fatigue and casts it. She then assesses the -1 penalty
to all her stats, taking her VIT down to 0. Alice promptly passes out until the end of combat.

7.3 Start of Combat


At the beginning of combat, each participant rolls d20+2AGL. The total values set the initative order. Ties
are determined by AGL, then by roll-o.
Each player draws from their active Persona's spell deck up to that Persona's Refresh value.

7.4 Turn Order


Your action consists of three phases, Move, Minor, and Standard, in any order.

Move. You may move your character up to his or her AGL score.

Minor. You may take a minor action, if you have any available to you.

Standard. You may take a standard action. More on this in 7.6.

Additionally, you may take any number of free actions.. A free action can be taken at any point during your
turn and does not cost any of move, minor, or standard. Finally, some spells may be cast as Interrupt
10 Yes, you can stack the deck. In fact, you are encouraged to do so.

14
action, which can be performed at any time, even when it's not your turn. If you use an interrupt action,
you can't use another until you've taken another turn.
If there are any turn-triggered abilities, such as poison damage or attempting to break a Mind eect, they
are assessed at the end of your turn.

7.5 Movement and Targeting


A character may move a number of spaces up to AGL+3. Diagonals are counted using the ve-ten rule: the
rst diagonal movement counts as one space, the second two, the third one, the fourth two, and so on. Spaces
containing friendly characters can be moved through without penalty. Spaces containing enemy characters
cannot be moved through, unless you have an ability that states otherwise.
Targets may be specied as requiring Line of Eect (LOE) or Line of Sight (LOS). LOE is a strict subset
of LOS: LOS requires that you be able to see the target, while LOE requires that you be able to trace a line
from yourself to the target without being interrupted. An enemy behind a window can be targeted by LOS
spells, but not LOE spells.
A spell that does not require LOS or LOE can be targeted at an enemy you cannot see so long as you have
some way of verifying the target's location. An ally capable of seeing the target and reporting to you will
suce, as will many kinds of intel spells.

7.6 Actions
During your turn, you may choose to do any of the following as a standard action:
Make a Melee Attack: If you're within the range specied by your melee weapon, typically range 1,
you may make a melee attack with that weapon. Before damage is rolled, the targeted enemy is entitled to
a dodge. If you hit, roll damage dice specied by your weapon.
Make a Ranged Attack: If you're within the range specied by your ranged weapon, you may make a
ranged attack with that weapon. Before damage is rolled, the targeted enemy is entitled to a dodge. If you
hit, roll damage dice specied by your weapon.
Use a Spell or Ability: activate the spell or ability from a card in your hand. Follow the rules of the
spell or ability, allowing each targeted enemy to dodge against your TEC if specied.
Change Persona: Return your hand to the current Persona's spell deck. Select a new Persona under
your command and draw cards equal to the new Persona's refresh value. Though this is a standard action,
once per battle you may do this as a minor action (more if you have ranks in One In Spirit).
Focus: If you only have one Persona, you mat spend a standard action to draw from your spell deck until
you're holding cards equal to your Persona's refresh value.
Item/Equipment: You may use a consumable item according to its rules. Alternatively, you may switch
out any number of pieces of your equipment with equipment from the party inventory.

7.7 Attacks and Dodging


All basic attacks and most spells entitle the targets to a dodge. Hits and dodges are based on dice rolls and
stats.
Attacker: 1d6+TEC
Defender: 1d6+AGL
If the defender's number is equal or greater to the attacker's number, the attack misses. If the attack hits,
roll the damage indicated by the spell or attack. Some spells specify that they use a die other than a d6 as
the attacker's hit die, and evasion abilities may give the defender a larger hit die.
Example: Carol decides to cast Agi at a Jotun. Carol has TEC 4; the Jotun has AGL 2. Carol rolls
1d6+4 and gets 8. The Jotun rolls 1d6+2 and gets 5. The attack hits.

15
Zero Hit Points
If you should be knocked to precisely zero HP, you are not completely unconscious. You cannot move and
may only take minor actions, but remain a valid target for spells and attacks and can be healed by both
revival eects and eects that only restore hit points.

Critical Hits
Critical hits are based on your LUK score. If an attack hits, compare the defender's unmodied die roll to
the attacker's LUK score. If the defender rolls under the attacker's LUK, the hit is critical. Each spell type
has a specied interaction with critical hits. These are listed in the Spell Compendium.

Dodge
Dodge abilities help the defender avoid particular attacks. If you have a Dodge <Element> ability and are
hit with an attack of that element, you may roll a larger hit die. The shift in die size will be specied by the
defending eect.

7.8 Sensing
Gathering intelligence about your enemies is a critical part of Persona. A Persona with the Intel Type can
spend an AP on the Sense ability, allowing them to discover information about the enemy.
Sense is a Hold ability, meaning its spell card must be in your hand to be used. Unlike most Hold cards,
however, it has an active ability. As long as Sense is in your hand, you can spend a move action to designate
an enemy as your Sense target. You don't have to be able to see the enemy. Afterwards, you may spend a
minor action to put a counter on your Sense card. When the number of Sense counters matches the target's
Sense diculty, you discovered the target's elemental interactions. Whenever you designate a new Sense
target, all counters are removed from your Sense card.
Most enemies low-level characters will encounter have a Sense diculty of 2. That means there are two
common patterns of Sensing:

1. Spend a move action to designate a target, a minor action to put a counter on Sense, and a minor action
on your next turn to put a second counter on Sense. In this way, you can sense a basic enemy every 2
turns without greatly compromising your actions. Or,

2. Spend a move action to designate a target, a minor action to put a counter on Sense, and a standard
action as a minor action to put a second counter on Sense. In this way, you can expend your whole turn
to sense an enemy in a single turn.

Of course, you're free to spend actions any way you see t. Bosses may have a higher Sense diculty or limit
how many times per round you may spend an action Sensing them; your GM will advise.
Multiple characters with Intel Personae may collaborate on Sensing. If you have the Sense ability, you can
spend a minor action to put a counter on any ally 's Sense card.

7.9 Bad Status


Whenever a spell or attack attempts to inict bad status on you, make a LUK save: roll LUKd12. If you
roll at least one 12, you may ignore the bad status. You still suer any other eects of the spell or attack.
Bad status eects can be grouped into three categories, based on the element of the spells that inict them:
Mind eects, which attack the psyche; Nerve eects, which attack the body; and Miscellaneous eects,
which are non-elemental. The abilities Null Mind and Null Nerve prevent their respective categories of
bad status, while the ability Null Status prevents all negative status eects listed below. There is a simple
way to remember the chance of recovering from a bad status: it's almost always 1/3; shock and prone always
recover.

16
Mind Eects
Charm puts a character under the control of the GM, or causes an enemy to target its allies. At the
end of the character's turn, there is a 33% chance of recovery.

Panic prevents a character from summoning his or her Persona or prevents an enemy from using special
abilities. At the end of the character's turn, there is a 33% chance of recovery.

Fear decreases dodge die category by 1. At the end of the character's turn, there is a 33% chance of
recovery. If you fail the save, return a spell from your hand to the deck.

Rage increases physical damage dealt and all damage taken by 50%, and decreases accuracy die category
by 1. At the end of the character's turn, there is a 33% chance of recovery. You may forgo the save.

Nerve Eects
Stun reduces dodge die category by 1 and reduces your turn to one Standard action. At the end of the
character's turn, there is a 33% chance of recovery.

Shock causes all incoming attacks to automatically succeed and reduces damage reduction by half. Roll
dodge at -1 die category to see if you suer a critical hit. At the end of his or her turn, the character
recovers.

Slow reduces movement by half and accuracy by 1 die category. 33% chance of recovery.

Miscellaneous Eects
Poison inicts 20% of max HP damage per round. 33% chance of recovery.

Prone is indicted by Knockdown spells. It reduces your dodge die category by 3. At the end of the
character's turn, the character recovers. An adjacent character can spend a move to help a character up
from prone.

7.10 End of Combat


Experience Points (XP) are awarded to the characters.
Growth Points (GP) are awarded for Personae. The players may decide the distribution of these GP
between their Personae. The Persona does not need to have been used in that combat to recieve GP.
Characters involved in the combat recover full HP.
Example: The combat has ended. The GM awards XP and 6 GP to the players. Bob has the Personae
JUSTICE: Angel and MAGICIAN: Icarus. Although Bob used both in the combat, he decides to split the
GP unevenly so that Angel recieves 4 GP for the ght and Icarus 2.

8 Equipment

8.1 Reading Weapons and Armor


Weapon range contains no implicit information. If a weapon has range 5, it may attack only enemies
exactly 5 spaces away. Range 1-5 may attack anywhere in between. Physical special abilities are treated
as spells, which can attack anywhere within their range, not as weapons!

Weapon damagetypically scales with STR. This damage is physical unless the weapon species otherwise.
For example, a 2d6+6STR weapon on a character with STR 3 deals 2d6+18 damage.

Armor damage reduction typically scales with VIT. This only applies to physical damage unless the
armor species otherwise. For example, a 5+3VIT armor on a character with VIT 3 reduces all incoming
damage by 14 (5 + 9).

17
8.2 Weapon Properties
Critical X
A weapon with this property inicts an X extra damage if the enemy's natural dodge die roll is below
the attacker's LUK. If Critical augments a magic attack, such as via Spell Transfer Critical, Critical
does damage based on MAG. The damage is of whatever type the eect would normally inict.

Farshot X
A ranged weapon with this property can be used outside its normal operating range, at a cost of -1 TEC
for each X spaces beyond the limit of its normal range.

Piercing (X)
A weapon with this property ignores the rst X points of damage reduction provided by enemy armor
or Fortify eects, though elemental resistance applies normally. Piercing 0 indicates that the weapon
ignores all armor and Fortify eects.

Transfer (Property)
A weapon with the Transfer keyword gives the benet of the specied property not only to attacks made
with the weapon, but to physical spells cast while wielding the weapon. For example, a weapon with
Transfer Critical and Critical 1d6 does bonus damage if the enemy fails to dodge a physical spell
cast by the user. If no property is specied, all of the weapon's keywords are transferred.

Spell Transfer (Property)


A weapon with the incredible Spell Transfer keyword gives the benet of the specied property to all
Spell Transfer Farshot
spells cast by the user, both physical and magical. For example, a weapon with
and Farshot 2 allows the user to cast Agi at increased range with a TEC penalty. The property is not
applied when it would not be sensical: Rakunda can never deal critical damage, and Evil Smile is never
piercing. If no property is specied, all of the weapon's keywords are transferred.

8.3 Armor Properties


Death Ward X
Armor with this property suppresses death eects from Dark spells. Instead of dying instantly, the user
instead takes a fraction of his or her max HP in damage: Death Ward 2 indicates half your max HP,
Death Ward 3 indicates 1/3 of your max HP, and so on. Death Ward 1 indicates that the user is dropped
to 1 HP by death eects; if the user was already at 1 HP, he or she dies. Death Ward 0 works similarly,
going to 0 HP instead. Having Death Ward does not cause you to take fatigue for dying due to Hama
and Mudo eects, even if it is death from damage.

Dodge (Element) X
Armor with this property increases your ability to avoid attacks of the specied type by increasing the
size of your dodge die. For example, if you have Dodge Fire 1 and are hit by Agi, you roll 1d8 to dodge.
If an attack does mixed-type damage, this ability does not apply.

Fortify (Element) X
Armor with this property provides an additional X damage resistance against the specied element or
elements, applied after elemental interactions such as weakness.

Fortify Criticals X
Armor with this property increases the diculty of rolling a crit against you. Treat your natural die
roll as X higher when an enemy is determining if it scores a critical hit on you. For example, if when
dodging you roll a 2 and have Fortify Critical 1, the enemy checks if 3 is lower than its Luck to determine
a critical hit.

Move X
Armor with this property lets you move an additional X spaces during your move action.

18
Transfer and Spell Transfer
Armor may have the Transfer and Spell Transfer abilities in conjunction with weapon properties. This
functions just as if the property were on a weapon. This ability is quite rare.

9 Arcana

9.1 Social Links


Social Links are bonds between NPCs and PCs in the game. Each Social Link is linked to one of the Major
Arcana.
Spending time with the person with the link in-game increases the link's strength. Social Links, once
created, are measured in Ranks 1-10. There may be mechanical benets for higher ranks in a Social Link.
These benets are campaign-dependent and up to your GM. Some examples might be survivability in combat
and additional Aspects.

9.2 Arcana Spread


At the beginning of each Dark Hour, the Major Arcana the party has the Aspects for
11 are laid in a spread.
For the cost of one Aspect Token, any one of these may be tapped by any player for the eects of the card.
Once the card is tapped, it may not be tapped again until the next Dark Hour.
The cards in the Arcana Spread do not give the same eects as tagging or compelling an Arcana Aspect12 .
Treat this as another use for Aspect Tokens.
Each Major Arcana has a Combat and Non-Combat eect.
The cards Judgement and The World are special-cases. These cards are left as campaign-specic eects
that the GM can design to best t their campaign or use in true Persona fashion
13 .

9.3 The Arcana Eects


The Fool (0) represents new beginnings and innite possibilities.
Combat: All allies may draw up to two cards from their spell decks, but may not exceed their refresh
value.
Non-Combat: +1d4-1 to the next skill check for each player

The Magician (I) represents action and initiative paired with immaturity.
Combat: Shue all allies location in the initative order.
Non-Combat: Party may substitute Courage for Discipline in any check until the end of the scene

The Priestess (II) represents contemplation and inner knowledge.


Combat: Allow each party member to swap Personae as an interrupt immediately.
Non-Combat: +2 to any Empathy check until the end of the scene

The Empress (III) represents motherhood and the life it brings forth.
Combat: Casts Mediarahan (Fully restores all HP to the party).
Non-Combat: Party may substitute Empathy for Discipline in any check until the end of the scene

The Emperor (IV) represents fatherhood, leadership, and decision-making skills.


Combat: Each ally holding a Sense card may designate a Sense target. Each ally holding a Sense card

11 Yes, this is all the Arcana aspects, not just the Aspect of the active Persona
12 This is explicitly to prevent you from getting the eects of the card multiple times if the spread does not contain multiple
copies of that Arcana card.
13 Judgement was used to unlock the top of Tartarus (Persona 3) and Magatsu Inaba (Persona 4 ). The World was both The
Great Seal (Persona 3) and Myriad Truths (Persona 4 ). We're not in the business of telling GMs what their endgames should
look like.

19
adds two counters to that card.
Non-Combat: Party may substitute Expression for Knowledge in any check until the end of the scene

The Hierophant (V) represents formality, knowledge, and religion.


Combat: Allow each party member to move a spell from a discard pile to their hand (if that Persona is
active) or deck (if inactive).
Non-Combat: +2 to any Knowledge check until the end of the scene

The Lovers (VI) represents choice and consciousness.


Combat: All allies may return the last spell they cast to their hand
Non-Combat: Party may substitute Charm for Courage in any check until the end of the scene

The Chariot (VII) represents victory for the individual, though often only a momentary victory.
Combat: All allies gain the eects of Counterstrike for 3 rounds
Non-Combat: +2 to any Courage check until the end of the scene

Justice (VIII) represents the knowledge of right and wrong.


Combat: Casts Matarukaja (+1 STR, +1 MAG/all/3 rounds)
Non-Combat: Party may substitute Discipline for Empathy in any check until the end of the scene

The Hermit (IX) represents the individual's search for answers by looking within.
Combat: Resist Nerve and Resist Mind for all allies until the end of the encounter.
Non-Combat: Party may substitute Knowledge for Charm in any check until the end of the scene

Fortune (X) represents fate and the opportunities that come with it.
Combat: +1 Luck Charge until the end of the encounter
Non-Combat: Reroll any failed skill challenges until the end of the scene; must take second value.

Strength (XI) represents both passion and self-control, that is, power with reason.
Combat: Marakukaja (Fortify Phys+Elements 4/all/3 rounds).
Non-Combat: +2 to any Discipline check until the end of the scene

The Hanged Man (XII) represents the individual's inability to take action.
Combat: All players may draw one extra card from their spell deck. This applies even if it would take
them over their Refresh value.
Non-Combat: Each party member gains +1 temporary Aspect Token until end of the scene

Death (XIII) represents spiritual death and transition.


Combat: Dispel all bus and debus from all allies and enemies.
Non-Combat: Restore one more point of Fatigue in any rest taken until the end of the scene.

Temperance (XIV) represents the balancing of opposites, and the growth one achieves by opening one's
mind to the world.
Combat: Null Mind for all allies until the end of the encounter.
Non-Combat: Party may substitute Empathy for Courage in any check until the end of the scene

The Devil (XV) represents temptation.


Combat: Casts Debilitate (-2 STR, -2 AGL, -2 TEC, -2 MAG, Fortify Phys+Elements -5/1 enemy/2
rounds)
Non-Combat: +2 to any Charm check until the end of the scene

The Tower (XVI) represents painful realization, a blow to one's ego, the collapse of one's worldview.
Combat: Ha Makarakarn (reect magic once/all allies within range 6).
Non-Combat: -2 to all skill checks check for everyone (not just allies) until the end of the scene

20
The Star (XVII) represents calm and a glimmer of hope.
Combat: Null Nerve for all allies until the end of the encounter
Non-Combat: +2 to any Expresson check until the end of the scene.

The Moon (XVIII) represents illusion, tension, anxiety, and apprehension.


Combat: Casts Evil Smile
Non-Combat: Party may substitute Expression for Courage in any check until the end of the scene

The Sun (XIX) represents the bright future and true achievement, the triumph of the conscious mind
over the subconscious.
Combat: Remove bad status from the entire party.
Non-Combat: +1 to any skill check until end of the scene

Judgment (XX) represents the end of one's journey, reection on the path one has traveled.
The Combat and Non-Combat abilities of this card are campaign-specic.

The World (XXI) represents the individual's full awareness of the world and himself.
The Combat and Non-Combat abilities of this card are campaign-specic.

21
Card Combat Non-Combat

Fool All allies draw two cards +1d4-1 to each player's next skill check
Magician Shue all allies in initative order Substitute CO for DI in checks until end of
scene
Priestess Allow each party member to swap +2 to any EM check until the end of scene
Personae as an interrupt immediately
Empress Mediarahan (restore full HP to all allies) Substitute EM for DI in checks until end
of scene
Emperor Sense Plus, all enemies Substitute EX for KN in checks until end
of scene
Hierophant Allow each party member to recover any +2 to any KN check until the end of scene
one expended spell.
Lovers All allies may return last spell cast to hand Substitute CH for CO in checks until end
of scene
Chariot Counterstrike all/3 rounds +2 to any CO check until the end of scene
Justice Matarukaja (+1 STR, +1 MAG/all/3 Substitute DI for EM in checks until end
rounds) of scene
Hermit Resist Nerve and Resist Mind, all allies Substitute KN for CH in checks until end
until the end of the encounter. of scene
Fortune +1 Luck Charge until end of the encounter Reroll any failed skill challenge until end of
scene; take 2nd value
Strength Marakukaja (Fortify Phys+Elements +2 to any DI check until the end of scene
4/all/3 rounds)
Hanged Man All players may draw 1 extra card from +1 temp Aspect Token until end of scene
spell deck
Death Dispell all bus and debus everywhere Restore +1 Fatigue for any rest taken until
end of scene
Temperance Null Mind, all allies until the end of the Substitute EM for CO in checks until end
encounter. of scene
Devil Debilitate (All -ndamon /one enemy/3 +2 to any CH check until the end of scene
rounds)
Tower Ha Makarakarn (reect magic once/allies -2 to any check for anyone until the end of
within 6) scene
Star Null Nerve, all allies until the end of the +2 to any EX check until the end of scene
encounter
Moon Evil Smile Substitute EX for CO in checks until end
of scene
Sun Cure bad status for the party +1 to any skill check until end of the scene
Judgement ??? ???
World ??? ???

22
10 Spell Compendium

A spell card interface exists at https://turzaak.scripts.mit.edu/cards/


Spells are separated by Type and Tier. Critical eects are described immediately following the Type.
Notation:

(A) - Active ability. Requires card in spell deck to cast. Costs a standard action.

(P) - Passive ability. Always on. Don't put this spell card in your deck.

(H) - Held ability. Only on if card is in hand.

Critical X - Same as the weapon keyword. Does damage based on STR or MAG based on what
ordinarily powers the spell.

Fast - A fast spell can be cast as a minor action.

Interrupt - An interrupt spell can be cast when it's not the caster's turn, typically when another spell
is being cast. Cast on one's own turn, an interrupt spell costs no actions, can be performed during any
phase of the turn, and doesn't use your interrupt action for the round.

Knockdown - A knockdown spell knocks the target prone if the spell successfully deals damage. A
separate condition may be provided to trigger or avoid the knockdown eect. A particular subtype is
Knockdown Weakness, which triggers only if the target is weak against the damage dealt by the spell.
Knockdown Standard triggers only if the target is weak or neutral to the damage dealt by the spell.

Realized - A realized spell is capable of inicting damage to more than just beings with minds. While
most spells deal damage only to sentient targets capable of comprehending the eect, a realized re
spell is entirely capable of setting a room ablaze. These spells are typically more expensive, and quite
dangerous.

Repressed - A repressed spell is set aside after use, eectively removed from the game. No eect can
recover it afterwards unless it specically says it works on repressed spells. Repressed spells are recovered
at the end of the Dark Hour.

HDC - Hit Die Category. Increase the die size of your accuracy die by specied amount.

Unique - A unique spell is only available to a certain Persona. (Examples of these are found in the
Miscellaneous section of the Spell Compendium, Section 10.15. Your campaign documents may include
more.)

23
10.1 Physical Eect: STRd6+3 Physical. Costs 1 Fatigue.
Target: All LOS enemies.
Critical hits: +TierSTR damage.

10.1.2 Tier II
10.1.1 Tier I
Fatal End
Skull Cracker Tier II
Tier I
Physical Spell (A)
Stun Nerve Status Physical Spell (A)
Eect: STRd8+12 Physical damage.
Eect: STRd6 Physical, 20% chance to Stun +
Target: One enemy, LOE range 3.
5% per point the attack succeeds.
Target: One enemy, LOE range 3. Mind Slice
Tier II
Assault Dive Panic Mind Physical Spell (A)
Tier I
Eect: STRd8+5 Physical, 10% + 5% per 2 TEC
Physical Spell (A)
chance of Panic
Eect: STRd6+5 Physical
Target: One enemy, LOE range 3
Target: One enemy, LOE range 3.
Cruel Thrust
Holy Arrow Tier II
Tier I Physical Spell (A)
Charm Mind Status Physical Spell (A) Eect: STRd8+8 Physical
Eect: STRd6+3 Physical, 10% chance to Target: One enemy, LOE range 6.
Charm + 5% per 2 TEC (cap at 40%)
Target: One enemy, range 5. Venom Stab
Tier II
Double Fangs Poison Status Physical Spell (A)
Tier I Eect: STRd6+10 Physical, 15% chance of Poi-
Physical Spell (A) son + 5% per point by which the attack hits
Eect: STRd4+2 Physical Target: One enemy, LOE range 6.
Target: Two targets within LoE range 4. May
pick same target twice. Aeon Rain
Tier II
Cleave Area Physical Spell (A)
Tier I Eect: STRd6+5 Physical
Line Physical Spell (A) Target: Radius 3 burst, LOS range 4.
Eect: STRd6+3 Physical
Target: A line three spaces long, center LOS Path of Blades
range 1-5. Tier II
Line Physical Spell (A)
Force Wave Eect: STRd6+10 Physical
Tier I Target: A walkable path, beginning adjacent to
Burst Knockdown Physical Spell (A) the caster, of length 2+TEC.
Eect: STRd6 Physical, Knockdown Weak
Target: Radius-3 burst, center LOE range 4. Crazy Chain
Tier II
Gale Slash Burst Physical Spell (A)
Tier I Eect: STRd6+2 Physical, 10% chance to inict
Total Physical Spell (A) Rage
Eect: STRd4+2 Physical Target: All enemies within LOE range 6
Target: All enemies, LOE OR range 4.
Seal Bomb
Arrow Rain Tier II
Tier I Burst Panic Mind Physical Spell
Total Physical Spell (A) Eect: STRd8 Physical, 15% chance to Panic

24
plus 5% per 2 TEC. Total Physical Spell (A)
Target: All enemies in LOE radius 3 Eect: STRd8+2 Physical, -5 damage for each
Fatigue you have
Herculean Strike Target: All enemies
Tier II
Total Physical Spell (A) Akasha Arts
Eect: STRd8+5 Physical. Costs 1 Fatigue. Tier III
Target: All LOS enemies. Multi Physical Spell (A)
Eect: STRd10+6 Physical damage. You MAY
10.1.3 Tier III spend 2 Fatigue. If you do, this hits 1d3 addi-
tional targets.
Tempest Slash
Target: 1-4 targets in LOE range 3.
Tier III
Combo Physical Spell (A)
Agneyastra
Eect: STRd8+10 Physical. Second attack:
Tier III
STRd4+5
Burst Knockdown Realized Physical Spell (A)
Target: One enemy, LOE range 3
Eect: Return rest of your hand to your deck.

Gigantic Fist STRd6+10 Physical. Damage die category +1


per 2 cards returned.
Tier III
Target: All enemies, range 8.
Knockdown Physical Spell (A)
Special: Pretty much garbages everything in a
Eect: STRd10+8 Physical, Knockdown
1m radius of all targeted enemies.
Target: One enemy, LOE range 2.

Vile Assault
10.1.4 Tier IV
Tier III
Physical Spell (A) Heaven's Blade
Eect: STRd10+15 Physical. Tier IV
Target: One enemy, LOE range 4. Physical Spell (A)
Special: Critical STR+8 if the enemy is Prone. Eect: STRd12+3STR Physical. Critical
STRd6+2 Physical
Navas Nebula
Target: One enemy, LOE range 3
Tier III
Area Taru Debu Physical Spell (A) God's Hand
Eect: STRd10+10 Physical. Costs 2 Fatigue. Tier IV
Target: Radius 2 burst, center LOS range 5. Physical Spell
Special: If it deals damage, also inicts Tarun- Eect: STRd12+4STR+8 Physical. 1d4 HDC
damon. Target: One enemy, LOE range 1.

Deathbound
Primal Force
Tier III
Tier IV
Area Physical Spell (A)
Line Knockdown Physical Spell (A)
Eect: STRd8+10 Physical
Eect: STRd12+2STR+10 Physical, Knock-
Target: Radius-2 burst, center LOS range 3
down standard. You MAY spend 3 Fatigue. If

Desperate Swing you do, the line is 3 spaces wide instead of 1.

Tier III Target: A straight line from the caster 2 spaces

Repress Physical Spell (A) long plus 1 space per 3 TEC.

Eect: Spend an aspect token. STRd8+10 Phys-


ical. Does +2STR damage for each repressed
Pralaya
Tier IV
spell card you have. Repress this spell.
Burst Fear Mind Status Physical Spell
Target: One target, LOE 6
Eect: STRd12+2STR+10 Physical, 15%
Vorpal Blade chance of Fear plus 5% per 2 TEC
Tier III Target: All enemies in LOE range 3.

25
Brave Blade Fire Dance
Tier IV Tier II
Burst Fear Mind Status Physical Spell Area Fire Spell (A)
Eect: Spend an aspect token. 1d8 HDC, Eect: d6 targets within blast are hit for
STRd12+5STR+15. MAGd10+15 Fire damage
Target: Single target LOE 2. Target: Radius-9 blast, center LOS range 7. May
Special: Scream uncontrollably. target self.
Special: If there are more hits than targets on

10.2 Fire the d6 roll, all available targets must take a hit
before a target can take a second hit.
Critical hits: +MAGd(T:2, 4, 6, 8) bonus damage
Fire Eyes
Tier II
10.2.1 Tier I Passive Fire Repress Ability (P)

Agi Eect: You may cast Fire spells up to Tier III

Tier I from the deck or discard pile. Repress any spells

Fire Spell (A) cast this way.

Eect: MAGd6+10 re damage. Special: Your eyes look funny.

Target: One, LOS range 8.


Ignition
Ha Agi Tier II

Tier I Realized Fire Spell (A)

Area Fire Spell (A) Eect: No direct damage.

Eect: MAGd4+5 re damage. Target: Touch.

Target: A radius-2 (diamond) blast, center LOS Special: The target catches re. This does some

range 7. amount of damage at the end of the round, but


more importantly, allows the target to spread the
Maragi re around.
Tier I
Total Fire Spell (A) Fire Boost
Eect: MAGd4 re damage. Tier II

Target: All known enemies. Passive Fire Augment Always (P)


Always: Fire Spells you cast do 25% more dam-
age.
10.2.2 Tier II
Agilao 10.2.3 Tier III
Tier II
Fire Spell (A) Agidyne
Eect: MAGd8+14 re damage. Tier III
Target: One, LOS range 8. Fire Spell (A)
Eect: MAGd10+18 re damage.
Ha Agilao Target: One, LOE, range 8.
Tier II
Area Fire Spell (A) Ha Agidyne
Eect: MAGd6+6 re damage. Tier III
Target: A radius-3 (diamond) blast, center LOS Area Fire Spell (A)
range 7. Eect: MAGd8+8 re damage.
Target: A radius-3 (diamond) blast, center LOE
Maragion range 7.
Tier II
Total Fire Spell (A) Maragidyne
Eect: MAGd6+3 re damage. Tier III
Target: All known enemies. Total Fire Spell (A)

26
Eect: MAGd8+4 re damage. Ha Bufu
Target: All known enemies. Tier I
Area Ice Spell (A)
Inferno Eect: 2MAG+6 ice damage.
Tier III Target: A radius-2 (diamond) blast, center LOS
Critical Fire Spell (A) range 7.
Eect: MAGd10+25 Fire damage. Critical:
(MAG/2)d10+10 Fire damage Mabufu
Target: One enemy, LOS range 8. Tier I
Total Ice Spell (A)

Purifying Fire Eect: 2MAG ice damage.

Tier III Target: All known enemies.

Total Fire Spell (A)


Eect: MAGd10+8 re damage. Enemies <20% 10.3.2 Tier II
HP die outright unless they null death eects.
Return your hand to your deck.
Bufula
Tier II
Target: All enemies.
Ice Spell (A)

Fire Amp Eect: MAGd4+2MAG+14 ice damage.


Target: One, LOE range 8.
Tier III
Passive Fire Augment Always (P)
Ha Bufula
Always: Fire Spells you cast do 50% more dam-
Tier II
age.
Area Ice Spell (A)
Eect: MAGd4+MAG+6 ice damage.
10.2.4 Tier IV Target: A radius-3 (diamond) blast, center LOE
range 7.
Pyriphlegethon
Tier IV Mabufula
Fire Spell (A) Tier II
Eect: MAGd12+3MAG+10 re damage. Total Ice Spell (A)
Target: One enemy, LOE range 10. Eect: MAGd4+MAG+3 ice damage.
Target: All known enemies.
Ragnarok
Tier IV Ice Dance
Fire Repress Spell (A) Tier II

Eect: Spend an aspect token. Area Ice Spell (A)

MAGd10+3MAG+10 re damage. For each Eect: Spend an aspect token. d6 targets within

other re spell you expend, +3MAG. Repress blast are hit for MAGd6+2MAG+4 Ice damage.

this spell. Target: Radius-6 blast, center LOS range 7.

Target: One enemy, LOE range 8. Special: If there are more hits than targets on
the d6 roll, all available targets must take a hit
before a target can take a second hit.
10.3 Ice
Heat Sink
Critical hits: +TierMAG bonus damage Tier II
Realized Ice Spell (A)

10.3.1 Tier I Eect: No direct damage.


Target: Touch. 50% chance to freeze, plus 5%
Bufu per 2 MAG.
Tier I Special: Heat is drained from the target, freezing
Ice Spell (A) it internally. This is enough to cause mechanical
Eect: MAGd4+MAG + 8 ice damage. malfunction, or to cause most materials to be-
Target: One, LOS range 8. come spectacularly brittle.

27
Ice Boost Ymir's Breath
Tier II Tier IV
Passive Ice Augment Always (P) Ice Spell (A)
Always: Ice Spells you cast do 25% more damage. Eect: Spend an aspect token.
MAGd6+3MAG+4 Ice damage. 100% slow, and
Frozen Eyes
if slowed, Weak Phys until end of target's next
Tier II
turn.
Passive Ice Repress Ability (P)
Target: LOE area 3 centered within 5.
Eect: You may cast Ice spells up to Tier III
from the deck or discard pile. Repress any spells
cast this way. 10.4 Wind
Special: Your eyes look funny.
HDC: d10 if not specied
Critical Hit: shift targets up to Tier
10.3.3 Tier III
Bufudyne 10.4.1 Tier I
Tier III
Ice Spell (A) Garu
Eect: MAGd6+2MAG+18 ice damage. Tier I

Target: One, LOE, range 8. Wind Spell (A)


Eect: MAGd6+6 Wind damage.
Ha Bufudyne Target: One, LOS range 8.
Tier III
Area Ice Spell (A) Ha Garu
Eect: MAGd4+2MAG+8 ice damage. Tier I
Target: A radius-3 (diamond) blast, center LOE Area Wind Spell (A)
range 7. Eect: MAGd4+2 Wind damage.
Target: A radius-3 blast, center LOS range 7.
Mabufudyne
Tier III
Magaru
Total Ice Spell (A)
Tier I
Eect: MAGd4+2MAG+4 ice damage.
Total Wind Spell (A)
Target: All known enemies.
Eect: MAGd2+1 Wind damage, HDC d12.

Absolute Zero Target: All known enemies.

Tier III
Knockdown Slowing Ice Spell (A) 10.4.2 Tier II
Eect: 3MAG+8. 100% slow, 100% stun.
Target: AOE 3, centered on self. May voluntar-
Garula
Tier II
ily reduce MAG multiplier to 2, 1, 0 to increase
Wind Spell (A)
range to 4, 5, 6. At range 5 or greater, can't be
Eect: MAGd6+10 Wind damage.
dodged.
Target: One, LOS range 8.
Ice Amp
Tier III Ha Garula
Passive Ice Augment Always (P) Tier II

Always: Ice Spells you cast do 50% more damage. Area Wind Spell (A)
Eect: MAGd4+6 Wind damage.

10.3.4 Tier IV Target: A radius-4 blast, center LOS range 7.

Niheim Magarula
Tier IV Tier II
Ice Spell (A) Total Wind Spell (A)
Eect: MAGd6+6MAG+10 ice damage. Eect: MAGd4+3 Wind damage, HDC d12.
Target: One enemy, LOE range 10. Target: All known enemies.

28
Wind Dance Eect: MAGd6+2 Wind damage, HDC d12.
Tier II Target: All known enemies.
Area Wind Spell (A)
Eect: Spend an aspect token. d6 targets within
Tempest
Tier III
blast are hit for MAGd8+5 Wind damage.
Knockdown Interrupt Wind Spell (A)
Target: Radius-10 blast, center LOS range 7.
Eect: MAGd10 Wind damage. Knockdown
Special: If there are more hits than targets on
standard. Can cast as an interrupt for an as-
the d6 roll, all available targets must take a hit
pect token.
before a target can take a second hit.
Target: One enemy, LOS range 8.

Gale
Wind Amp
Tier II
Tier III
Realized Wind Spell (A)
Passive Wind Augment Always (P)
Eect: No direct damage.
Always: Wind Spells you cast do 50% more dam-
Target: Area, radius 6 from caster.
age.
Special: A strong wind tears through the area in
a direction of the caster's choosing. It is strong
enough to push enemies MAG+1d4 spaces, and 10.4.4 Tier IV
will scatter objects.
Panta Rhei
Tier IV
Wind Boost
Wind Spell (A)
Tier II
Eect: MAGd6+4MAG+8 Wind damage.
Passive Wind Augment Always (P)
Target: One enemy, LOS range 10.
Always: Wind Spells you cast do 25% more dam-
age. Vortex
Tier IV
Wind Gift Wind Spell (A)
Tier II
Eect: Spend an aspect token. First, all enemies
Passive Wind Repress Ability (P)
within 8 are pulled 3 closer. Second, AOE 2 on
Eect: You may cast Wind spells up to Tier III
same center. MAGd8+2MAG+4, HDC d12.
from the deck or discard pile. Repress any spells
Target: Center within LOS range 5.
cast this way.

10.5 Lightning
Special: Your hair and clothing are constantly
disturbed by a small breeze that no one else can
feel. Critical Hit: double Shock chance unless otherwise
noted.

10.4.3 Tier III


10.5.1 Tier I
Garudyne
Tier III Zio
Wind Spell (A) Tier I
Eect: MAGd8+10 Wind damage. Lightning Spell (A)
Target: One, LOS, range 8. Eect: MAGd6+5 lightning damage. 10%
chance to shock. Crit: 20% Shock.
Ha Garudyne Target: One, LOS range 8.
Tier III
Area Wind Spell (A) Ha Zio
Eect: MAGd6+5 Wind damage. Tier I

Target: A radius-4 blast, center LOS range 7. Area Lightning Spell (A)
Eect: MAGd4+2 lightning damage. 5% chance
Magarudyne to shock. Crit: 15% Shock.
Tier III Target: A radius-2 (diamond) blast, center LOS
Total Wind Spell (A) range 7.

29
Mazio Thunderbolt
Tier I Tier II
Total Lightning Spell (A) Realized Lightning Spell (A)
Eect: MAGd4 lightning damage. 5% chance to Eect: MAGd8+10 lightning damage if you
shock. Crit: 15% Shock. spend an aspect token, MAG+10 damage oth-
Target: All known enemies. erwise.
Target: One space, LOS range 5.
Spark Touch Special: A single bolt of lightning strikes the tar-
Tier I get. This functions even indoors.
Realized Lightning Spell (A)
Eect: MAGd4+5 lightning damage, if relevant.
Lightning Boost
Tier II
Target: Touch. Eect: The caster's touch de-
Passive Lightning Augment Always (P)
livers an electric shock sucient to destroy al-
Always: Lightning Spells you cast do 25% more
most any unhardened electrical device or arc-
damage.
weld most metals.

Lightning Rod
10.5.2 Tier II Tier II
Passive Lightning Repress Ability (P)
Zionga Eect: You may cast Lightning spells up to Tier
Tier II III from the deck or discard pile. Repress any
Lightning Spell (A) spells cast this way.
Eect: MAGd6+8 lightning damage. 25% Special: You have a bad time with static elec-
chance to shock, plus 5% per 3 MAG. tricity.
Target: One, LOE range 8.

10.5.3 Tier III


Ha Zionga
Tier II Ziodyne
Area Lightning Spell (A) Tier III
Eect: MAGd4+5 lightning damage. 15% Lightning Spell (A)
chance to shock, plus 5% per 3 MAG. Eect: MAGd8+8 lightning damage. 30%
Target: A radius-3 (diamond) blast, center LOE chance to shock, plus 5% per 2 MAG.
range 7. Target: One, LOE, range 8.

Mazionga Ha Ziodyne
Tier III
Tier II
Area Lightning Spell (A)
Total Lightning Spell (A)
Eect: MAGd6+4 lightning damage. 25%
Eect: MAGd4+3 lightning damage. 10%
chance to shock, plus 5% per 2 MAG.
chance to shock, plus 5% per 4 MAG.
Target: A radius-3 (diamond) blast, center LOE
Target: All known enemies.
range 7.

Lightning Dance Maziodyne


Tier II
Tier III
Area Lightning Spell (A)
Total Lightning Spell (A)
Eect: d6 enemies within blast are hit for
Eect: MAGd6 lightning damage. 25% chance
MAGd6+5 Lightning damage. 40% chance to
to shock, plus 5% per 2 MAG.
shock, plus 5% per 3 MAG. Hit multiple times:
Target: All known enemies.
Add Shock chance and roll once.
Target: Radius-9 blast, center LOS range 7. May Discharge
target self unless you spend an aspect token. Tier III
Special: If there are more hits than targets on Critical Lightning Spell (A)
the d6 roll, all available targets must take a hit Eect: Dodge Die Category -2. MAGd10+8
before a target can take a second hit. lightning damage. 75% chance to shock, plus 5%

30
per 2 MAG. If target leaves the eect radius, you youre hit by multiple Light spells at once from reec-
gain a fatigue. tion, add all the percentages together; this can kill
Target: One enemy, LOS range 8. you. No dodge.
Special: This spell does not deal damage un-
til the beginning of the caster's next turn. The 10.6.1 Tier I
buildup of electricity in the area is visually ob-
vious, making it obvious that the spell is being Hama
cast, and the spell dissipates without eect if the Tier I

enemy is not still in range when the spell triggers. Light Spell (A)
Eect: Deals 20% + TEC roll of the targets cur-
Lightning Amp rent HP, capped at 50%
Tier III Target: One enemy, LOS.
Passive Lightning Augment Always (P)
Always: Lightning Spells you cast do 50% more Ha Hama
damage. Tier I
Area Light Spell (A)
Chain Lightning Eect: Deals 10% + TEC roll of each targets
Tier III current HP, capped at 40%
Lightning Spell (A) Target: Radius-2 burst, LOS.
Eect: Return your hand to the deck. Cast Zio-
dyne. For each card returned this way, cast Zio-
Mahama
Tier I
dyne on the next unhit target closest to the pre-
Total Light Spell (A)
vious target. Your choice: spend an aspect token
Eect: Deals TEC roll of each targets current
or repress this spell.
HP, capped at 30%
Target: One enemy, LOS range 8.
Target: All enemies.

10.5.4 Tier IV
10.6.2 Tier III
Thunder Reign
Tier IV
Hamaon
Tier III
Lightning Spell (A)
Light Spell (A)
Eect: MAGd10+2MAG+12 lightning damage.
Eect: Deals 40% + TEC roll of the targets cur-
200% chance to shock.
rent HP, capped at 80%
Target: One enemy, LOE range 10.
Target: One enemy, LOS.

Strike Twice
Ha Hamaon
Tier IV
Tier III
Lightning Repress Spell (A)
Area Light Spell (A)
Eect: Spend an aspect token or repress this
Eect: Deals 20% + TEC roll of each targets
spell. Until the end of your turn, you may cast
current HP, capped at 60%
Lightning spells as free actions. You can't use
Target: Radius-2 burst, LOS.
Strike Twice again this encounter.

Mahamaon
Tier III

10.6 Light Total Light Spell (A)


Eect: Deals 10% + TEC roll of each targets
Light and Dark spells rely on TEC to set their thresh- current HP, capped at 50%
olds of eectiveness. To make a TEC roll, roll TECd6. Target: All enemies.
For each 4, 5, or 6, add 5% to the eect.
Weak Light doubles the percent damage. Strong
10.6.3 Tier IV
Light halves it. Absorb Light recovers that fraction
of your max HP. Reect Light deals damage equal to Banishment
that percentage of the new targets HP, not yours. If Tier IV

31
Light Repress Spell (A) Mamudo
Eect: Reduces targets HP to 1. If this does Tier I
damage, repress this spell. Total Dark Death Spell (A)
Target: One enemy, LOS. Eect: Instantly kills targets with HP below 5%
+ TEC roll, capped at 25%
God's Judgement Target: All enemies.
Tier IV
Light Spell (A)
Eect: Deals 50% + TEC roll of the targets cur-
10.7.2 Tier II
rent HP, uncapped. Mudo Boost
Target: One enemy, LOS. Tier II
Passive Dark Augment (P)
Equalize
Eect: Increase the threshold of dark spells by
Tier IV
5%.
Total Light Repress Spell (A)
Eect: Each unit takes damage such that it
would have the same percent health as the weak- 10.7.3 Tier III
est unit. Repress this spell.
14
Mudoon
Target: All enemies, all allies.
Tier III

Samsara Dark Death Spell (A)


Eect: Instantly kills targets with HP below 30%
Tier IV
+ TEC roll, capped at 80%
Total Light Death Spell (A)
Target: One enemy, LOS.
Eect: Spend an aspect token. Deals 20% +
TEC roll of each targets current HP
Ha Mudoon
Target: All enemies.
Tier III
Area Dark Death Spell (A)
10.7 Dark Eect: Instantly kills targets with HP below 25%
+ TEC roll, capped at 50%
Light and Dark spells rely on TEC to set their thresh-
Target: Radius-2 burst, LOS.
olds of eectiveness. To make a TEC roll, roll TECd6.
For each 4, 5, or 6, add 5% to the eect.
Mamudoon
Weak Dark doubles the threshold as applies to you.
Tier III
Strong Dark halves it. Absorb Dark doubles your cur-
Total Dark Death Spell (A)
rent HP. Reect Dark checks the casters HP against
Eect: Instantly kills targets with HP below 20%
the threshold. No dodge.
+ TEC roll, capped at 50%
Target: All enemies.
10.7.1 Tier I
Mudo Amp
Mudo Tier III
Tier I
Passive Dark Augment (P)
Dark Death Spell (A)
Eect: Increase the threshold of dark spells by
Eect: Instantly kills a target with HP below
5%.
15% + TEC roll, capped at 40%.
Target: One enemy, LOS.
10.7.4 Tier IV
Ha Mudo
Damnation
Tier I
Tier IV
Area Dark Death Spell (A)
Dark Death Repress Spell (A)
Eect: Instantly kills targets with HP below 10%
Eect: Instantly kills targets with HP below 60%
+ TEC roll, capped at 25%.
+ TEC roll, uncapped. If this kills an enemy,
Target: Radius-2 burst, LOS.
repress this spell.
14 Strong just halves the damage, etc. Target: One enemy, LOS.

32
Demonic Decree Black Viper
Tier IV Tier IV
Total Dark Death Repress Spell (A) Almighty Spell (A)
Eect: Instantly kills anything with a lower HP Eect: Expend an aspect token. MAGd12 +
percentage than you, capped at 90%. Gain 4 5MAG + 15 Almighty damage. Repress this
fatigue and repress this spell. spell.
Target: All enemies. Target: One enemy, LOE range 10.

Die for Me! Last Word


Tier IV Tier IV
Total Dark Death Spell (A) Almighty Spell (A)
Eect: Spend an aspect token. Instantly kills Eect: Expend an aspect token. Target suf-
targets with HP below 25% + TEC roll, un- fers Hamaon, then Mudoon. Resistances better
capped. You may repress this spell before you than Strong are treated as Strong, and Strong is
roll. If you do, add 10% and treat Null as Strong. treated as none. You may use MAG in place of
Target: All enemies. TEC. If you do, repress this spell.
Target: One enemy, LOE range 10.

10.8 Almighty Morning Star


Tier IV
Spells cost +1 AP to learn.
Total Almighty Spell (A)
Critical Hit: increase the casters MAG by 2 and
Eect: Expend an aspect token. MAGd12 +
the targets despair by 10.
6MAG + 30 Almighty damage. Return your
hand. Gain 2 fatigue. Repress this spell.
10.8.1 Tier II Target: All enemies

Megido
Tier II 10.9 Healing
Area Almighty Spell (A)
Eect: Expend another spell. MAGd10 + 10 10.9.1 Tier I
Almighty damage
Dia
Target: Radius-2 burst, center within LOE range
Tier I
8.
Healing Spell (A)
Eect: Restore 25% + MAGd6 HP.
10.8.2 Tier III Target: One ally, LOS 8.

Megidola Ha Dia
Tier III
Tier I
Area Almighty Spell (A)
Area Healing Spell (A)
Eect: Expend another spell. MAGd12 + 10
Eect: Restore 15% + MAGd6 HP
Almighty damage
Target: All allies, LOS range 4.
Target: Radius-2 burst, center within LOE range
8. Media
Tier I

10.8.3 Tier IV Total Healing Spell (A)


Eect: Restore 10% + MAGd6 HP
Megidolaon Target: All allies.
Tier IV
Area Almighty Spell (A) Ha Patra
Eect: Expend an aspect token. MAGd12 + Tier I
3MAG + 10 Almighty damage Area Mind Status Healing Spell (A)
Target: Radius-3 burst, center within LOE range Eect: Cure all Mind eects.
8. Target: Radius-2 burst, center LOS range 6.

33
Ha Soma Me Posumudi
Tier I Tier II
Area Nerve Status Healing Spell (A) Total Poison Status Healing Spell (A)
Eect: Cure all Nerve eects. Eect: Cure Poison.
Target: Radius-2 burst, center LOS range 6. Target: All allies.

Ha Posumudi Hygieia's Bowl


Tier I Tier II
Area Poison Status Healing Spell (A) Passive Healing Augment Always (P)
Eect: Cure Poison. Always: Healing Spells you cast heal 25% more
Target: Range 2 burst. HP.

Recarm Regeneration
Tier I Tier II
Revive Healing Spell (A) Passive Healing Regen Ability (H)
Eect: Restore a fallen ally to 50% HP. Always: Regain 3VIT HP per turn.
Target: One ally, range 5.
Caduceus
Death's Door Tier II
Tier I
Passive Healing Repress Ability (P)
Fast Revive Healing Spell (A)
Always: You can cast Healing spells up to T3
Eect: Fast. Restore a fallen ally to 1 HP.
from the deck or discard pile. Repress any spells
Target: One ally, LOS
cast this way.

10.9.2 Tier II
10.9.3 Tier III
Diarama
Diaraja
Tier II
Tier III
Healing Spell (A)
Healing Spell (A)
Eect: Restore 40% + MAGd8 HP.
Eect: Restore 60% + MAGd10 HP.
Target: One ally, LOS 8.
Target: One ally, LOS 8.
Ha Diarama
Tier II
Ha Diaraja
Tier III
Area Healing Spell (A)
Area Healing Spell (A)
Eect: Restore 30% + MAGd8 HP
Eect: Restore 40% + MAGd10 HP
Target: All allies, LOS range 4.
Target: All allies, LOS range 4.
Mediarama
Tier II Mediaraja
Total Healing Spell (A) Tier III

Eect: Restore 20% + MAGd8 HP Total Healing Spell (A)

Target: All allies. Eect: Restore 30% + MAGd10 HP


Target: All allies.
Me Patra
Tier II Recarmdra
Total Mind Status Healing Spell (A) Tier III

Eect: Cure all Mind eects. Revive Healing Spell (A)

Target: All allies. Eect: Set an ally's HP to 100%, unconscious or


not. Set the caster's HP to 0.
Me Soma Target: One ally, LOS.
Tier II
Total Nerve Status Healing Spell (A) Amrita
Eect: Cure all Nerve eects. Tier III
Target: All allies. Total Status Healing Spell (A)

34
Eect: Recover from all ailments. be felled by a Death eect gains Death Ward 1.
Target: All allies, LOS range 5. If the ally already had only 1 HP remaining, they
gain Death Ward 0 instead.
Hand of Asclepius
Tier III <Element> Wall
Passive Healing Augment Always (P) Tier I
Always: Healing Spells you cast heal 50% more Fast Wall Spell (A)
HP. Eect: Fast. All allies gain Null <Element> un-
til the end of your next turn. Return another

10.9.4 Tier IV spell to the deck to cast it as an interrupt.


Target: All allies.
Diarahan Special: Must be learned individually for each
Tier IV
element.
Healing Spell (A)
Eect: Restore HP equal to the target's max HP.
10.10.2 Tier II
Target: One ally, LOS 8.
<Element> Reect
Ha Diarahan Tier II
Tier IV
Wall Spell (A)
Area Healing Spell (A)
Eect: All allies gain Reect <Element> until
Eect: Spend an aspect token. Restore HP equal
the end of your next turn. Return another spell
to the target's max HP.
to the deck to give this Fast.
Target: All allies, LOS range 4.
Target: All allies.

Mediarahan Special: Must be learned individually for each


element.
Tier IV
Total Healing Repress Spell (A)
Makarakarn
Eect: Restore HP equal to the target's max HP.
Tier II
Repress this spell.
Wall Spell (A)
Target: All allies.
Eect: Expend another magic spell or an aspect

Salvation token. Grants Reect Magic one time. Does not


stack with itself.
Tier IV
Target: One ally, range 10.
Total Status Healing Spell (A)
Eect: Spend an aspect token. Spend an aspect
Tetrakarn
token for each downed ally you want this to af-
Tier II
fect. Restore all allies to full HP. Remove almost
Wall Spell (A)
all status eects. The eect this doesnt remove
Eect: Expend another physical spell or an as-
is called prone. Repress this spell.
pect token. Grants Reect Physical one time.
Target: All allies.
Does not stack with itself.
Target: One ally, range 10.
10.10 Defense
Tetraja
When assigning defense spells, their Type, in terms Tier II
of Aspects, is listed in the description.
15
Tetraja Death Wall Spell (A)
Eect: Nullies the next light or dark attack.
10.10.1 Tier I Does not stack with itself.
Target: One ally, range 10.
Still Alive
Tier I Evade <Element>
Interrupt Tetraja Death Wall Spell (A) Tier II
Eect: Interrupt. An ally who would otherwise Passive Dodge Ability (H)

15 That Always: Your dodge die category is increased by


is, a Fire Wall would have Type Fire while an Ice
Wall would have Type Ice. one against <Element> attacks that target you.

35
10.10.3 Tier III Area Suku Bu Spell (A)
Eect: +1 AGL, +1 TEC for 2 rounds.
<Element> Drain
Target: All allies within range 2 of the caster,
Tier III
including the caster.
Wall Spell (A)
Eect: All allies gain Absorb <Element> until Sukukajamon
the end of your next turn. Return another spell Tier I
to the deck to give this Fast Suku Bu Spell (A)
Target: All allies. Eect: +2 AGL, +2 TEC for 2 rounds.
Special: Must be learned individually for each Target: One ally within range 8.
element.
Ha Rakukaja
<Element> Reect+ Tier I
Tier II Area Raku Bu Spell (A)
Wall Spell (A) Eect: Grants Fortify Phys+Elements 4 for 3
Eect: All allies gain Reect <Element> until rounds.
the end of your next turn. Return another spell Target: All allies within range 2 of the caster,
to give this Fast. Expend an aspect token or including the caster.
repress this spell to cast as an interrupt.
Target: All allies. Rakukajamon
Special: Must be learned individually for each Tier I

element. Raku Bu Spell (A)


Eect: Grants Fortify Phys+Elements 8 for 3

10.10.4 Tier IV rounds.


Target: One ally within range 8.
<Element> Drain+
Tier IV Dekaja
Wall Spell (A) Tier I

Eect: All allies gain Absorb <Element> until Stripper Spell (A)

the end of your next turn. Return another spell Eect: Removes all Bu eects.

to give this Fast. Expend an aspect token or Target: All enemies.

repress this spell to cast as an interrupt.


Rebellion
Target: All allies.
Tier I
Special: Must be learned individually for each
Critical Bu Spell
element.
Eect: Everyone gets +1 LUK for the purpose
of determining crits
10.11 Bu Target: All combatants.

10.11.1 Tier I Auto-Tarukaja


Ha Tarukaja Tier I

Tier I Personal Taru Bu Autocast Ability Always (P)

Area Taru Bu Spell (A) Eect: At the start of battle, or the rst time

Eect: +1 STR, +1 MAG for 3 rounds. you switch to this Persona during a battle, you

Target: All allies within range 2 of the caster, gain the eect of Tarukaja.

including the caster.


Auto-Sukukaja
Tarukajamon Tier I
Tier I Personal Suku Bu Autocast Ability Always (P)
Taru Bu Spell (A) Eect: At the start of battle, or the rst time
Eect: +2 STR, +2 MAG for 3 rounds. you switch to this Persona during a battle, you
Target: One ally within range 8. gain the eect of Sukukaja.

Ha Sukukaja Auto-Rakukaja
Tier I Tier I

36
Personal Raku Bu Autocast Ability Always (P) Eect: Grants Fortify Phys+Elements 8 for 3
Eect: At the start of battle, or the rst time rounds.
you switch to this Persona during a battle, you Target: All allies within range 2 of the caster,
gain the eect of Rakukaja. including the caster.

10.11.2 Tier II Rakukajaou


Tier II
Matarukaja Raku Bu Spell (A)
Tier II Eect: Grants Fortify Phys+Elements 15 for 3
Total Taru Bu Spell (A) rounds.
Eect: +1 STR, +1 MAG for 3 rounds. Target: One ally within range 8.
Target: All allies.
Revolution
Ha Tarukajamon
Tier II
Tier II
Critical Bu Spell (A)
Area Taru Bu Spell (A)
Eect: Everyone gets +2 LUK for the purpose
Eect: +2 STR, +2 MAG for 3 rounds.
of determining crits
Target: All allies within range 2 of the caster,
Target: All combatants.
including the caster.

Tarukajaou Auto-Tarukajamon
Tier II
Tier II
Personal Taru Bu Autocast Ability Always (P)
Taru Bu Spell (A)
Eect: At the start of battle, or the rst time
Eect: +4 STR, +4 MAG for 3 rounds.
you switch to this Persona during a battle, you
Target: One ally within range 8.
gain the eect of Tarukajamon.
Masukukaja
Tier II Auto-Sukukajamon
Total Suku Bu Spell (A) Tier II
Eect: +1 AGL, +1 TEC for 2 rounds. Personal Suku Bu Autocast Ability Always (P)
Target: All allies. Eect: At the start of battle, or the rst time
you switch to this Persona during a battle, you
Ha Sukukajamon gain the eect of Sukukajamon.
Tier II
Area Suku Bu Spell (A) Auto-Rakukajamon
Eect: +2 AGL, +2 TEC for 2 rounds. Tier II
Target: All allies within range 2 of the caster, Personal Raku Bu Autocast Ability Always (P)
including the caster. Eect: At the start of battle, or the rst time
you switch to this Persona during a battle, you
Sukukajaou
gain the eect of Rakukajamon.
Tier II
Suku Bu Spell (A)
Auto-Matarukaja
Eect: +4 AGL, +4 TEC for 2 rounds.
Tier II
Target: One ally within range 8.
Personal Taru Bu Autocast Ability Always (P)

Marakukaja Eect: At the start of battle, or the rst time

Tier II you switch to this Persona during a battle, cast

Total Raku Bu Spell (A) Matarukaja (this doesn't expend a spell card).

Eect: Grants Fortify Phys+Elements 4 for 3


rounds.
Auto-Masukukaja
Tier II
Target: All allies.
Personal Suku Bu Autocast Ability Always (P)
Ha Rakukajamon Eect: At the start of battle, or the rst time
Tier II you switch to this Persona during a battle, cast
Area Raku Bu Spell (A) Masukukaja (this doesn't expend a spell card).

37
Auto-Marakukaja rounds gain Critical STR or MAGd10, whichever
Tier II is the stat used to calculate damage for that at-
Personal Raku Bu Autocast Ability Always (P) tack, +TEC/2 hit dice.
Eect: At the start of battle, or the rst time
you switch to this Persona during a battle, cast
Auto-Tarukajaou
Tier III
Marakukaja (this doesn't expend a spell card).
Personal Taru Bu Autocast Ability Always (P)
Always: At the start of battle, or the rst time
10.11.3 Tier III you switch to this Persona during a battle, you

Matarukajamon gain the eect of Tarukajaou.

Tier III
Auto-Sukukajaou
Total Taru Bu Spell (A)
Tier III
Eect: +2 STR, +2 MAG for 3 rounds.
Personal Suku Bu Autocast Ability Always (P)
Target: All allies.
Always: At the start of battle, or the rst time

Ha Tarukajaou you switch to this Persona during a battle, you


gain the eect of Sukukajaou.
Tier III
Area Taru Bu Spell (A) Auto-Rakukajaou
Eect: +4 STR, +4 MAG for 3 rounds. Tier III
Target: All allies within range 3 of the caster, Personal Raku Bu Autocast Ability Always (P)
including the caster. Always: At the start of battle, or the rst time
you switch to this Persona during a battle, you
Masukukajamon
gain the eect of Rakukajaou.
Tier III
Total Suku Bu Spell (A) Auto-Matarukajamon
Eect: +2 AGL, +2 TEC for 2 rounds. Tier III
Target: All allies. Personal Taru Bu Autocast Ability Always (P)
Eect: At the start of battle, or the rst time
Ha Sukukajaou you switch to this Persona during a battle,
Tier III
cast Matarukajamon (this doesn't expend a spell
Area Suku Bu Spell (A)
card).
Eect: +4 AGL, +4 TEC for 3 rounds.
Target: All allies within range 3 of the caster, Auto-Masukukajamon
including the caster. Tier III
Personal Suku Bu Autocast Ability Always (P)
Marakukajamon Eect: At the start of battle, or the rst time you
Tier III switch to this Persona during a battle, cast Ma-
Total Raku Bu Spell (A) sukukajamon (this doesn't expend a spell card).
Eect: Grants Fortify Phys+Elements 8 for 3
rounds. Auto-Marakukajamon
Target: All allies. Tier III
Personal Raku Bu Autocast Ability Always (P)
Ha Rakukajaou Eect: At the start of battle, or the rst time
Tier III you switch to this Persona during a battle, cast
Area Raku Bu Spell (A) Marakukajamon (this doesn't expend a spell
Eect: Grants Fortify Phys+Elements 15 for 3 card).
rounds.
Target: All allies within range 3 of the caster, 10.11.4 Tier IV
including the caster.
Matarukajaou
Cataclysm Tier IV
Tier III Total Taru Bu Spell (A)
Critical Bu Spell (A) Eect: +4 STR, +4 MAG for 3 rounds.
Eect: All attacks made for the next three Target: All allies.

38
Masukukajaou Sukundamon
Tier IV Tier I
Total Suku Bu Spell (A) Suku Debu Spell (A)
Eect: +4 AGL, +4 TEC for 2 rounds. Eect: -2 AGL, -2 TEC for 2 rounds.
Target: All allies. Target: One enemy within range 8.

Marakukajaou Ha Rakunda
Tier IV Tier I
Total Raku Bu Spell (A) Area Raku Debu Spell (A)
Eect: Grants Fortify Phys+Elements 15 for 3 Eect: Grants Fortify Phys+Elements -4 for 3
rounds. rounds.
Target: All allies. Target: Radius 2 burst, center LOE range 6.

Auto-Matarukajaou Rakundamon
Tier IV Tier I
Personal Taru Bu Autocast Ability Always (P) Raku Debu Spell (A)
Always: At the start of battle, or the rst time Eect: Grants Fortify Phys+Elements -8 for 3
you switch to this Persona during a battle, cast rounds.
Matarukajaou (this doesn't expend a spell card). Target: One enemy within range 8.

Auto-Masukukajaou Dekunda
Tier IV
Tier I
Personal Suku Bu Autocast Ability Always (P)
Stripper Spell (A)
Always: At the start of battle, or the rst time
Eect: Removes all Debu eects.
you switch to this Persona during a battle, cast
Target: All allies.
Masukukajaou (this doesn't expend a spell card).

Auto-Marakukajaou 10.12.2 Tier II


Tier IV
<Element> Break
Personal Raku Bu Autocast Ability Always (P)
Tier II
Always: At the start of battle, or the rst time
Element Debu Spell (A)
you switch to this Persona during a battle, cast
Eect: Nullies enemy's <Element> resistance
Marakukajaou (this doesn't expend a spell card).
for 3 turns.
Target: One enemy within range 8.
10.12 Debu Special: Must be learned individually for each
element.
10.12.1 Tier I
Ha Tarunda Matarunda
Tier I Tier II

Area Taru Debu Spell (A) Total Taru Debu Spell (A)

Eect: -1 STR, -1 MAG for 3 rounds. Eect: -1 STR, -1 MAG for 3 rounds.

Target: Radius 2 burst, center LOE range 6. Target: All enemies.

Tarundamon Ha Tarundamon
Tier I Tier II
Taru Debu Spell (A) Area Taru Debu Spell (A)
Eect: -2 STR, -2 MAG for 3 rounds. Eect: -2 STR, -2 MAG for 3 rounds.
Target: One enemy within range 8. Target: Radius 2 burst, center LOE range 6.

Ha Sukunda Tarundaou
Tier I Tier II
Area Suku Debu Spell (A) Taru Debu Spell (A)
Eect: -1 AGL, -1 TEC for 2 rounds. Eect: -4 STR, -4 MAG for 3 rounds.
Target: Radius 2 burst, center LOE range 6. Target: One enemy within range 8.

39
Masukunda Total Suku Debu Spell (A)
Tier II Eect: -2 AGL, -2 TEC for 2 rounds.
Total Suku Debu Spell (A) Target: All enemies.
Eect: -1 AGL, -1 TEC for 2 rounds.
Target: All enemies. Ha Sukundaou
Tier III
Ha Sukundamon
Area Suku Debu Spell (A)
Tier II
Eect: -4 AGL, -4 TEC for 2 rounds.
Area Suku Debu Spell (A)
Target: Radius 3 burst, center LOE range 5.
Eect: -2 AGL, -2 TEC for 2 rounds.
Target: Radius 2 burst, center LOE range 6.
Marakundamon
Sukundaou Tier III
Tier II Total Raku Debu Spell (A)
Suku Debu Spell (A) Eect: Grants Fortify Phys+Elements -8 for 3
Eect: -4 AGL, -4 TEC for 2 rounds. rounds.
Target: One enemy within range 8. Target: All enemies.

Marakunda
Tier II Ha Rakundaou
Total Raku Debu Spell (A) Tier III

Eect: Grants Fortify Phys+Elements -4 for 3 Area Raku Debu Spell

rounds. Eect: Grants Fortify Phys+Elements -15 for 3

Target: All enemies. rounds.


Target: Radius 3 burst, center LOE range 5.
Ha Rakundamon
Tier II
Area Raku Debu Spell (A) 10.12.4 Tier IV
Eect: Grants Fortify Phys+Elements -8 for 3
rounds. Matarundaou
Target: Radius 2 burst, center LOE range 6. Tier IV
Total Taru Debu Spell (A)
Rakundaou Eect: -4 STR, -4 MAG for 3 rounds.
Tier II Target: All enemies.
Raku Debu Spell (A)
Eect: Grants Fortify Phys+Elements -15 for 3
Masukundaou
rounds.
Tier IV
Target: One enemy within range 8.
Total Suku Debu (A)
Eect: -4 AGL, -4 TEC for 2 rounds.
10.12.3 Tier III Target: All enemies.

Matarundamon
Tier III Marakundaou
Total Taru Debu Spell (A) Tier IV
Eect: -2 STR, -2 MAG for 3 rounds. Total Raku Debu Spell
Target: All enemies. Eect: Grants Fortify Phys+Elements -15 for 3
rounds.
Ha Tarundaou Target: All enemies.
Tier III
Area Taru Debu Spell (A)
Debilitate
Eect: -4 STR, -4 MAG for 3 rounds.
Tier IV
Target: Radius 3 burst, center LOE range 5.
Total Debu Spell

Masukundamon Eect: Casts all -ndamon.

Tier III Target: Single target.

40
10.13 Status Multi Panic Mind Status Spell (A)
Eect: 20+5xTEC% chance of inicting Panic.
10.13.1 Tier I Target: All enemies within LOS range 6.
Pulinpa
Tier I
Evil Smile
Tier II
Panic Mind Status Spell (A)
Multi Fear Mind Status Spell (A)
Eect: 35+5xTEC% chance of inicting Panic.
Eect: 10+5xTEC% chance of inicting Fear.
Target: One enemy within LOS range 8.
Target: All enemies within LOS range 6.
Evil Touch
Tier I
Challenge
Tier II
Fear Mind Status Spell (A)
Rage Mind Status Spell (A)
Eect: 35+5xTEC% chance of inicting Fear.
Eect: 45+5xTEC% chance of inicting Rage.
Target: One enemy within LOS range 8.
Target: The user and one target within LOS
Enrage range 8.
Tier I
Rage Mind Status Spell (A) Infuriate
Eect: 35+5xTEC% chance of inicting Rage. Tier II

Target: One enemy within LOS range 8. Multi Rage Mind Status Spell (A)
Eect: 10+5xTEC% chance of inicting Rage.
Poisma Target: All enemies within LOS range 6.
Tier I
Poison Status Spell (A) Pulinpaja
Eect: 25+5xTEC% chance of inicting Poison. Tier II

Target: One enemy within LOS range 6. Panic Mind Status Spell (A)
Eect: 55+5xTEC% chance of inicting Panic.
Abatma Target: One enemy within LOS range 8.
Tier I
Slow Status Spell (A) Poismaja
Eect: 20+5xTEC% chance of inicting Slow. Tier II

Target: One enemy within LOS range 6. Poison Status Spell (A)
Eect: 45+5xTEC% chance of inicting Poison.
Confunda Target: One enemy within LOS range 6.
Tier I
Stun Status Spell (A) Ha Poisma
Eect: 25+5xTEC% chance of inicting Stun. Tier II
Target: One enemy within LOS range 6. Area Poison Status Spell (A)
Eect: 15+5xTEC% chance of inicting Poison.

10.13.2 Tier II Target: Radius-2 blast, center LOE range 6.

Marin Karin Abatmaja


Tier II Tier II
Charm Mind Status Spell (A) Slow Status Spell (A)
Eect: 35+5xTEC% chance of inicting Charm. Eect: 40+5xTEC% chance of inicting Slow.
Target: One enemy within LOS range 8. Target: One enemy within LOS range 6.

Sexy Dance Mabatma


Tier II Tier II
Multi Charm Mind Status Spell (A) Slow Status Spell (A)
Eect: 15+5xTEC% chance of inicting Charm. Eect: 25+5xTEC% chance of inicting Slow.
Target: All enemies within LOS range 6. Target: Radius-2 blast, center LOE range 6.

Tentarafoo Maconfunda
Tier II Tier II

41
Stun Status Spell (A) Intel Sense Augment Ability Passive Always (P)
Eect: 20+5xTEC% chance of inicting Stun. Eect: If your Sense card has at least one more
Target: Radius-2 blast, center LOE range 6. counter than the target's Sense diculty, the tar-
get's abilities are revealed.

10.13.3 Tier III


Vital Sense
Venom Breath Tier I
Tier III Intel Sense Augment Ability Passive Always (P)
Multi Poison Status Spell (A) Eect: If your Sense card has at least two more
Eect: 15+5xTEC% chance of inicting Poison. counters than the target's Sense diculty, the
Target: All enemies within LOS range 6. target's currrent and maximum hit points are re-
vealed.
Terrible Allure
Tier III Death Mark
Multi Charm Mind Status Spell (A) Tier I
Eect: 25+5xTEC% chance of inicting Charm. Active Mark Sustain Ability (A)
Target: All enemies within LOS range 6. Eect: Designate a target in LoS. Attacks
against that target have +1 LUK for the purpose
Frightining Visage of determining critical hits until the end of your
Tier III
next turn. As a minor action, you may extend
Multi Fear Mind Status Spell (A)
this spell.
Eect: 25+5xTEC% chance of inicting Fear.
Target: All enemies within LOS range 6. Fateseal
Tier I
Poison Pin Active Mark Sustain Ability (A)
Tier III
Eect: Designate a target in LoS. Status eects
Poison Status Spell (A)
have a 20% greater chance of aecting the target
Eect: 80+5xTEC% chance of inicting Poison.
until the end of your next turn. As a move action,
Target: One enemy within LOS range 6.
you may extend this spell.

Damping Force
Ensnarement
Tier III
Tier I
Stun Status Spell (A)
Active Mark Sustain Ability (A)
Eect: 75+5xTEC% chance of inicting Stun.
Eect: Designate a target. Until the end of your
Target: One enemy within LOS range 6.
next turn, the target is slowed. As a standard
action, you may extend this spell up to three
10.14 Intel/Counterintel times. The second time you sustain this spell,
the target is stunned. The third time you sustain
10.14.1 Tier I
this spell, the target is knocked prone. If you take
Sense damage, the eect ends.
Tier I
Intel Sense Passive Hold Spell (H) Fog of War
Eect: As a move action, you may designate a Tier I

Sense target and remove all counters from this Counterintel Active Illusion Ability (A)

card. As a minor action, you may put a counter Eect: Area within 4 of you becomes shrouded in

on this or any ally's Sense card. When the num- fog, decreasing visibility, for one round. Increase

ber of counters on this card is at least the tar- dodge die category for allies in the area by 2.

get's Sense diculty, the target's elemental in-


teractions are revealed. 10.14.2 Tier II
Target: One enemy.
Deep Sense+
Deep Sense Tier II
Tier I Intel Sense Augment Ability Passive Always (P)

42
Eect: Whenever your Sense ability reveals a tar- Eect: At the start of your turn, you may put a
get's elemental interactions, its abilities are also counter on your Sense card.
revealed.
Linked Minds
Vital Sense+ Tier III

Tier II Intel Sense Augment Ability Passive Always (P)

Intel Sense Augment Ability Passive Always (P) Eect: When you spend a minor action to add

Eect: If your Sense card has at least one more a counter to your Sense card, add a counter to

counter than the target's Sense diculty, the tar- each ally's Sense card. You can only learn this

get's currrent and maximum hit points are re- ability once.

vealed.
Tsuchigumo's Web
Item Sense Tier III
Counterintel Active Illusion Ability (A)
Tier II
Eect: Spend an aspect token. This spell aects
Passive Luck Ability Always (P)
an area until the end of your next turn. Enemies
Eect: Out of battle, you get a few bonus hints
entering the spell area or inside it when the spell
concerning interesting items in a room, or at least
is cast causes 50+TECx5% chance to Panic. En-
places you should look. In battle, item drop odds
emies experiencing Panic have their movement
are boosted 5% if you're alive at the end of battle.
halved in this area and take MAGd6 Almighty
Liesmyth's Blessing damage if they start within the area or move into
Tier II it on their turn. As a standard action, you may
Counterintel Active Illusion Ability (A) extend this spell.
Eect: Interrupt. When an enemy scans an ally Target: Radius 4 burst, center LOE range 6
(or you), you may give the incorrect weaknesses.
Bloodsport
Will-O-Wisp's Bog Tier III

Tier II Counterintel Active Illusion Ability (A)

Counterintel Active Illusion Ability (A) Eect: This spell aects an area until the end

Eect: Area within burst becomes shrouded in of your next turn. Units entering the spell

fog for 3 rounds. Increase dodge die category for area or inside it when the spell is cast causes

allies in the area by 2. Enemy movement speed 50+TECx5% chance to Rage. Enemies experi-

in the area is halved. encing Rage have their movement halved in the

Target: Radius 3 burst, center LOE range 6. area and take MAGd6 Almighty damage if they
leave the area. As a standard action, you may
extend this spell.
10.14.3 Tier III
Target: Radius 5 burst, center LOE range 7
Vital Sense++
Tier III
Cloak of Shadows
Tier III
Intel Sense Augment Ability Passive Always (P)
Counterintel Active Fast Illusion Ability (A)
Eect: Whenever your Sense ability reveals a tar-
Eect: Increase dodge die category for all allies
get's elemental interactions, its current and max-
by 2 until the end of your next turn.
imum hit points are also revealed.

Rapid Sense 10.14.4 Tier IV


Tier III
Precognition
Intel Sense Augment Ability Passive Always (P)
Tier IV
Eect: When you designate a Sense target, you
Counterintel Active Fast Repress Ability (A)
may put a counter on your Sense card. You can
Eect: The next 5 allied dodge die rolls are max-
only learn this ability once.
imized. Expend any number of other spells. For

Strengthening Sense each spell expended, this applies to one addi-

Tier II tional dodge die roll. Repress this and gain 1

Intel Sense Augment Ability Passive Always (P) fatigue.

43
10.15 Miscellaneous Unique Passive Movement Ability (H)
Eect: You can move both before and after tak-
10.15.1 Tier I ing your standard action, provided that the total

Counter distance moved does not exceed your speed. You

Tier I may not end your movement on the same square

Passive Counter Ability (P) you began movement.

Eect: 30% chance to retaliate against a basic


Electric Slide
attack or Physical Spell with a basic melee or
Tier I
ranged attack.
Unique Active Lightning Movement Ability (A)

Foresight Eect: Move an ally 3. All enemies within range

Tier I 3 of the target ally take MAG Lightning damage.

Unique Passive Intel Luck Ability Always (P)


Ice IX
Eect: Gain 3 additional LUK charges at the
Tier I
start of each battle. You may spend a LUK
Unique Active Ice Ability (A)
charge to reroll a Sense roll, keeping both results.
Eect: All allies within 3 gain +(your MAG) Ice
You may spend a LUK charge to reroll a dodge
damage to all attacks until the end of your next
roll of yours.
turn. Enemies within 3 are slowed.

Magnicent Wings Rain of Fire


Tier I Tier I
Unique Passive Movement Ability (P) Unique Active Fire Ability (A)
Eect: Eective +2 AGL for purposes of deter- Eect: All allies within 3 gain +(your MAG) Fire
mining movement. damage to all attacks until the end of your next
turn. Enemies within 3 are slowed.
Phantom Blade
Tier I Wind Tunnel
Unique Passive Augment Ability (H) Tier I
Eect: Return a spell from your hand to the Unique Active Wind Movement Ability (A)
deck. You may use MAG in place of STR when Eect: Move an ally 3. All enemies within range
casting spells that do physical damage. 3 of the target ally take MAG Wind damage.

Menis
10.15.2 Tier II
Tier I
Unique Passive Rage Mind Ability (P) Power Charge
Eect: Rage doesnt reduce your accuracy die Tier II
category. Self Bu Ability (A)
Eect: Your next normal attack, physical skill,
Blessing or Almighty physical attack does 250% damage.
Tier I Target: Self.
Unique Active Dodge Luck Ability LUK Charge
(A) Mind Charge
Eect: Spend a LUK Charge. Force an enemy to Tier II

reroll a dodge check against one of your attacks. Self Bu Ability (A)
Eect: Your next Fire, Ice, Electrical, Wind, or
Mortal Terror Almighty magic attack does 250% damage.
Tier I Target: Self.
Unique Passive Fear Mind Ability Always (H)
Always: Your physical spells gain Critical Counterstrike
(STRd10/2+10) against enemies suering from Tier II

Fear. Passive Counter Ability (P)


Eect: 50% chance to retaliate against a basic
Flash Step attack or Physical Spell with a basic melee or
Tier I ranged attack. Does not stack with Counter.

44
Hyper Counter 10.15.3 Tier III
Tier II
Power Charge+
Passive Counter Ability (H)
Tier III
Eect: 30% chance to retaliate against a basic
Fast Self Bu Ability (A)
attack or Physical Spell with a basic attack or
Eect: Fast. Spend an aspect token. The next
Physical Spell of your choice. This stacks specif-
normal attack, physical skill, or Almighty physi-
ically with Counterstrike: 30% chance of hyper
cal attack does 250% damage.
counter, 20% chance of Counterstrike, 50% noth-
Target: Self.
ing. Do the logical thing.

Mind Charge+
Icy Grip
Tier III
Tier II
Fast Self Bu Ability (A)
Personal Passive Luck Status Death Ability Al-
Eect: Fast. Spend an aspect token. The next
ways (P)
Fire, Ice, Electrical, Wind, or Almighty magic
Eect: Spend 3 LUK charges to reroll a Death ef-
attack does 250% damage.
fect against a single enemy. Spend 1 LUK charge
Target: Self.
to reroll a bad status eect against a single en-
emy. Zanshin
Tier II
Blessing of Styx
Unique Repress Bu Ability (H)
Tier II
Eect: Fortify Physical, Fire, Ice, Wind, and
Unique Passive Raku Ability (H)
Lightning equal to the number of repressed spell
Hold: You gain Fortify Physical 10.
cards you have.
Glaucus' Insight
Tier II
High Counter
Tier III
Unique Passive Healing Mind Ability (H)
Passive Counter Ability (P)
Hold: Increase the chance of recovering from
Eect: 70% chance to retaliate against a basic
Mind eects each turn to 50%.
attack or Physical Spell with a basic melee or
Magnicent Wings+ ranged attack. Does not stack with Counter and
Tier II Counterstrike.
Unique Passive Movement Ability (P)
Eect: Eective +2 AGL for purposes of deter-
Hyper Counterstrike
Tier III
mining movement.
Passive Counter Ability (H)
Guiding Hand Eect: 50% chance to retaliate against a basic
Tier II attack or Physical Spell with a basic attack or
Unique Dodge Luck LUK Charge Ability (H) Physical Spell of your choice. This stacks specif-
Eect: Spend a LUK charge. Allow any player ically with High Counter.
to reroll a dodge check. The new result must be
taken, even if worse.
Leadership
Tier III
Dead Aim Unique Passive Healing Mind Ability (H)
Tier II Hold: All allies, including you, increase the
Unique Dodge Luck LUK Charge Ability(H) chance of recovering from Mind eects each turn
Eect: Spend a LUK charge. Force an enemy to to 50%.
reroll one die from a dodge check against one of
your attacks. Second Self
Tier III
Knight Moves Unique Passive Personal Ability Always (P)
Tier II Eect: Switching to this Persona is a move ac-
Unique Active Movement Ability (A) tion. You may spend a charge of One in Spirit
Eect: Interrupt. Swap places with an ally to switch to this Persona as an interrupt-speed
within VIT of you. eect.

45
Serrated Edge
Tier III
Unique Active Mark Sustain Ability (A)
Eect: Choose a target in LoS. Target takes
+3x(caster's MAG) Almighty damage from al-
lied attacks and spells until the end of your next
turn. As a minor action, you may extend this
eect.

Phaseshift
Tier III
Unique Active Movement Ability (A)
Eect: Interrupt. Shift an ally 5 squares.

10.15.4 Tier IV
Perfect Counter
Tier IV
Passive Counter Ability (P)
Hold: 70% chance to retaliate against a basic
attack or Physical Spell with a basic attack or
Physical Spell of your choice. Includes eects of
Hyper Counter and Hyper Counterstrike.

Last Legion
Tier IV
Unique Active Movement Ability (A)
Eect: Interrupt. Swap places with an ally
within TEC of you. Gain Fortify MAGx5 against
the next attack.

Enlightenment
Tier IV
Unique Active Repress Ability (A)
Eect: Return repressed spells to their spell
decks. The total number of spell tiers returned
may not exceed 6, no you may not return tier IV
spells.

46

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